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The Curator

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  1. General Atlas Park is ready for Winter. Draw cutscene letterboxes on the full width of the screen. Fix the world not rendering on very wide displays. Fix camera-space fullscreen FX looking terrible at high FOV settings. Fix a number of issues with the AE contact hologram: The way it was originally implemented was hacky and fragile. Rewrote it to be more robust. Fixed contact hologram flickering when an NPC with customized colors was used. Fixed contact appearance sometimes not updating when first logging in or zoning. Fixed contact appearance sometimes not immediately reverting when quitting the TF. Fixed contact dialog headshot for color-customized NPCs not reflecting the custom colors. AE contact costumes are now refreshed clientside only when it needs to change instead of every frame. Removed unneeded network traffic constantly sending the name of the arc contact in every entity update. Costumes Tech Knight backpacks (and possibly other costume pieces) should now render their FX properly. Badges Ripple Raider: no longer requires no player deaths; just defeat all AVs in the Golden Roller mission of the Aeon Strike Force. Power Overwhelming: should now always detect when Ripplesurge is under the effect of a death puddle buff. Master of Dr. Aeon's Strike Force: badge hint should no longer be randomly pulled from other badges. Vision of Ambition: slightly moved to -1724.0 368.5 1327.0 Cut-Off: properly awards again for completing a Flashback arc with a max level between 40 and 49 and no Epic Powers. Marginalized: properly awards again for completing a Flashback arc with a max level of 50 and no Epic Powers. All Flashback Challenge badges: temporarily made the badges award on all arcs, regardless of merit payout amount. This change is due to many arcs, including all Incarnate Arcs and SSAs, not giving any merit rewards by default, instead putting them behind a Reward Choice which doesn't trigger the badge. Story arc merit reward payouts will be revised in January once we're back from the holiday break, and the limitation will be put back in to exclude non-combat and Personal Story arcs. Emotes The following emotes have been added, along with aliases: em donut1 em donut2 em donut3 em donut4 em donut5 em winterdonut (em holidaydonut, em christmasdonut) em spookydonut (em halloweendonut) em jellydonut em jellydonut2 (em lemondonut) em ddcoffee (em coffee) em ddcoffee2 (em coffee2) em hotdog em hamburger em sandwich (em sandwitch) The quick chat emote menu has been updated slightly: Added new "Idle > Food & Drink" menu which contains the new emotes under a "Drenched Donuts" child menu Removed Drink, Eat Food, Eat Donut, Drink Tea, Drink Enriche from Idle and Action menu(s) and placed them in the Food & Drink menu Added new "Idle > Swimming" menu, which contains the innertube emotes. Some emotes you can perform while you are flying have been updated to be non-random across clients: em food (em eatfood, em eat) em alakazamreact Added the following aliases to existing emotes: em Ledgesit -> (em Sitledge) em Ledgesit1 -> (em Sitledge1) em Ledgesit2 -> (em Sitledge2) em Ledgesit3 -> (em Sitledge3) em Ledgesit4 -> (em Sitledge4) Emote notes: The original em donut emote remains unchanged for posterity. The donut1 emote is a slightly higher resolution, non-world anim model (along with the rest from the base item set). The Drenched Donuts emotes (including coffee), require an exploration badge to use. Can you guess which one? The 'em coffee' is an unofficial alias for now. Expect it to be repurposed if a generic mug of coffee emote is ever added in the future. Powers Doppelgangers should now properly use Seismic Blast powers. Doppelgangers should now properly use Stone Melee and Stone Armor when the player is a Stalker. Removed repetitive combat spam that made references to Granite when using Geode. Fixed bugs where Seismic Shockwaves would not trigger while exemplared Significantly toned down the ongoing sound FX for Seismic Shockwaves Fixed the color palette for the Seismic Blast > Stalagmite Lava Theme. Amplifiers should now work on Kheldians while they are shape-shifted. Experience Boosters moved to Temporary Powers > Buffs > Experience Boosters in P2W/T4V. The Vanguard MDC can now be used while Temporary Powers are disabled, like all other Accolades. The following Day Job powers were not disabling when Disable Temp mode was active: Analyst's Teleporter Frequent Clubber Invigorate Adjustments to Crey critter powers: Hallucinogenic Gas recharge duration increased to 36s from 22s. Hallucinogenic Gas AoE radius reduced to 10ft from 20ft. Tear Gas Grenade recharge duration increased to 25s from 15s. Tear Gas Grenade AoE radius reduced to 15ft from 35ft. Critters The Boss version of Minotaur/Cyclops (regular and Incarnate) no longer ignores rank reduction to Lieutenant under the "No Bosses" difficulty setting. Agent Crimson is no longer inexplicably shorter in the Lord Recluse Strike Force, and no longer has a geometry gap on his head in Peregrine Island. AU-Rifter's Dimensional Distortion now has a minimum range of 5, to prevent dragging players already in melee past them. Fixed spawn issue where certain high level Crey spawns could spawn low level lieutenants. Tasks The Freakish Lab of Dr. Vahzilok: should no longer get stuck after leading Pierce to the computer in the sewers in Mission 3. The Graveyard Shift: defeating Cortex should now grant defeat credit and count towards the Epidemiologist badge. Cavern of Transcendence: the chance of an encounter to detach and chase players has been lowered to 0.25% × obelisks clicked × players on map. 5th Column Task Force: no longer revokes the Dimensional Grounding Ray from the team leader on completion (it never revoked from teammates). Lady Grey Task Force: corrected AI pathing issue in the final mission which caused all enemies in the final room to teleport away into a different area of the map. Dr. Aeon's Strike Force Malicious now properly notes that it disables Super Inspirations in the help text. Becky now does not become a follower until the final dialog option is completed in Mission 1. Emperor Requiem is now much larger, making him easier to target in a crowd. Fixed objective errors that were preventing the Devouring Earth hordes from congregating on the locations of the giant monsters in Ripple 2 of Mission 5 when they hit 75% health. Battle Becky now flies, which should make escorting her through Mission 7 (especially zone 2) easier. Adjusted the room that King Midas is fought in order to prevent some issues where his Ripple Singularity could hit players from unexpected locations. King Midas's Ripple Singularity damage increased by 50%.
  2. General Atlas Park is ready for Winter. Draw cutscene letterboxes on the full width of the screen. Fix the world not rendering on very wide displays. Fix camera-space fullscreen FX looking terrible at high FOV settings. Fix a number of issues with the AE contact hologram: The way it was originally implemented was hacky and fragile. Rewrote it to be more robust. Fixed contact hologram flickering when an NPC with customized colors was used. Fixed contact appearance sometimes not updating when first logging in or zoning. Fixed contact appearance sometimes not immediately reverting when quitting the TF. Fixed contact dialog headshot for color-customized NPCs not reflecting the custom colors. AE contact costumes are now refreshed clientside only when it needs to change instead of every frame. Removed unneeded network traffic constantly sending the name of the arc contact in every entity update. Costumes Tech Knight backpacks (and possibly other costume pieces) should now render their FX properly. Badges Ripple Raider: no longer requires no player deaths; just defeat all AVs in the Golden Roller mission of the Aeon Strike Force. Power Overwhelming: should now always detect when Ripplesurge is under the effect of a death puddle buff. Master of Dr. Aeon's Strike Force: badge hint should no longer be randomly pulled from other badges. Vision of Ambition: slightly moved to -1724.0 368.5 1327.0 Cut-Off: properly awards again for completing a Flashback arc with a max level between 40 and 49 and no Epic Powers. Marginalized: properly awards again for completing a Flashback arc with a max level of 50 and no Epic Powers. All Flashback Challenge badges: temporarily made the badges award on all arcs, regardless of merit payout amount. This change is due to many arcs, including all Incarnate Arcs and SSAs, not giving any merit rewards by default, instead putting them behind a Reward Choice which doesn't trigger the badge. Story arc merit reward payouts will be revised in January once we're back from the holiday break, and the limitation will be put back in to exclude non-combat and Personal Story arcs. Emotes The following emotes have been added, along with aliases: em donut1 em donut2 em donut3 em donut4 em donut5 em winterdonut (em holidaydonut, em christmasdonut) em spookydonut (em halloweendonut) em jellydonut em jellydonut2 (em lemondonut) em ddcoffee (em coffee) em ddcoffee2 (em coffee2) em hotdog em hamburger em sandwich (em sandwitch) The quick chat emote menu has been updated slightly: Added new "Idle > Food & Drink" menu which contains the new emotes under a "Drenched Donuts" child menu Removed Drink, Eat Food, Eat Donut, Drink Tea, Drink Enriche from Idle and Action menu(s) and placed them in the Food & Drink menu Added new "Idle > Swimming" menu, which contains the innertube emotes. Some emotes you can perform while you are flying have been updated to be non-random across clients: em food (em eatfood, em eat) em alakazamreact Added the following aliases to existing emotes: em Ledgesit -> (em Sitledge) em Ledgesit1 -> (em Sitledge1) em Ledgesit2 -> (em Sitledge2) em Ledgesit3 -> (em Sitledge3) em Ledgesit4 -> (em Sitledge4) Emote notes: The original em donut emote remains unchanged for posterity. The donut1 emote is a slightly higher resolution, non-world anim model (along with the rest from the base item set). The Drenched Donuts emotes (including coffee), require an exploration badge to use. Can you guess which one? The 'em coffee' is an unofficial alias for now. Expect it to be repurposed if a generic mug of coffee emote is ever added in the future. Powers Doppelgangers should now properly use Seismic Blast powers. Doppelgangers should now properly use Stone Melee and Stone Armor when the player is a Stalker. Removed repetitive combat spam that made references to Granite when using Geode. Fixed bugs where Seismic Shockwaves would not trigger while exemplared Significantly toned down the ongoing sound FX for Seismic Shockwaves Fixed the color palette for the Seismic Blast > Stalagmite Lava Theme. Amplifiers should now work on Kheldians while they are shape-shifted. Experience Boosters moved to Temporary Powers > Buffs > Experience Boosters in P2W/T4V. The Vanguard MDC can now be used while Temporary Powers are disabled, like all other Accolades. The following Day Job powers were not disabling when Disable Temp mode was active: Analyst's Teleporter Frequent Clubber Invigorate Adjustments to Crey critter powers: Hallucinogenic Gas recharge duration increased to 36s from 22s. Hallucinogenic Gas AoE radius reduced to 10ft from 20ft. Tear Gas Grenade recharge duration increased to 25s from 15s. Tear Gas Grenade AoE radius reduced to 15ft from 35ft. Critters The Boss version of Minotaur/Cyclops (regular and Incarnate) no longer ignores rank reduction to Lieutenant under the "No Bosses" difficulty setting. Agent Crimson is no longer inexplicably shorter in the Lord Recluse Strike Force, and no longer has a geometry gap on his head in Peregrine Island. AU-Rifter's Dimensional Distortion now has a minimum range of 5, to prevent dragging players already in melee past them. Fixed spawn issue where certain high level Crey spawns could spawn low level lieutenants. Tasks The Freakish Lab of Dr. Vahzilok: should no longer get stuck after leading Pierce to the computer in the sewers in Mission 3. The Graveyard Shift: defeating Cortex should now grant defeat credit and count towards the Epidemiologist badge. Cavern of Transcendence: the chance of an encounter to detach and chase players has been lowered to 0.25% × obelisks clicked × players on map. 5th Column Task Force: no longer revokes the Dimensional Grounding Ray from the team leader on completion (it never revoked from teammates). Lady Grey Task Force: corrected AI pathing issue in the final mission which caused all enemies in the final room to teleport away into a different area of the map. Dr. Aeon's Strike Force Malicious now properly notes that it disables Super Inspirations in the help text. Becky now does not become a follower until the final dialog option is completed in Mission 1. Emperor Requiem is now much larger, making him easier to target in a crowd. Fixed objective errors that were preventing the Devouring Earth hordes from congregating on the locations of the giant monsters in Ripple 2 of Mission 5 when they hit 75% health. Battle Becky now flies, which should make escorting her through Mission 7 (especially zone 2) easier. Adjusted the room that King Midas is fought in order to prevent some issues where his Ripple Singularity could hit players from unexpected locations. King Midas's Ripple Singularity damage increased by 50%.
  3. Patch Notes: Issue 27, Page 3 Known issues are listed in purple. What's New in Issue 27, Page 3? Dr. Aeon Strike Force Difficulty/Challenge Options Powersets: Seismic Blast and Earth Manipulation Proliferation: Scrappers and Stalkers are rockin' it Revamps: Stone Armor, Electrical Blast, and Dual Blades IO Sets: Slow Movement and Travel D-Sync Origin Enhancements Emotes Base Items Costume Parts ...and much more! Marquee Features: Dr. Aeon Strike Force [Focused Feedback: Dr. Aeon Strike Force] New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon, has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning see the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. Also available through the LFG tab. Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it! Advanced Difficulty Options [Focused Feedback: Advanced Difficulty Options and Challenge Mode] With the release of the Dr. Aeon Strike Force, we’ve completely rewritten the challenge settings code and greatly expanded what we can do with future content in terms of accommodating difficulty options and delivering curated challenges to players seeking that type of gameplay experience. These optional difficulty settings are accessed from the Challenge Settings menu for content that has been added to the feature (as of Page 3 this will only include the Dr. Aeon Strike Force). These options require being level 50 to select and change the content in various ways. These new difficulty modes were hand-crafted and balanced, and are not based on the previous Challenge Settings that exist currently. Facing content with these Advanced Difficulty Settings enabled will grant the team more rewards for overcoming challenges, additionally, some badges may only be available by going above the normal difficulty setting. The design goal of these options was to ensure all roles on a team (tank, damage, control, and support) could contribute in a rewarding way, and give Incarnate level characters using Invention-Origin enhancements something to test their fully-built characters against. For the new Advanced Difficulty Settings, the difficulty levels are named after the old reputation difficulties and each changes the content in various ways. The specifics below are the current settings for the Dr. Aeon Strike Force: Villainous: Normal difficulty, this is what the option is set to by default, and doesn’t change the content at all. Malicious: Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. Arch-villains have Praetorian base to-hit (63.75%). Certain powerful Arch-villains have double base health (with normalized regeneration numbers). No other additional stats, defeat rewards, or restrictions. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Vicious: The minimum mission difficulty is locked at +2 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. Players will be unable to use non-revive large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Ruthless: The minimum mission difficulty is locked at +3 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Relentless: The mission difficulty is locked at +4 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Challenge Modes [Focused Feedback: Advanced Difficulty Options and Challenge Mode] The old TF and Flashback challenges have been rewritten using the above code. This has resulted in several changes to the way certain badges are obtained: The various Flashback badges for completing challenges at various levels now do it based on the story arc maximum level, instead of the hidden Stature Level which made it difficult to know which story arcs counted for what. Only story arcs that reward 5 merits or more will count towards the challenge badges. Options for 'No Incarnate Powers' and 'Only Alpha Slot' were added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component. Added an Empyrean Merit as a reward for completing the Master of Task Force challenges. Added an Astral Merit as a reward for completing the Master of Trial challenges. Failing any missions in a Task Force or Trial will now cause the Master Of challenge to fail. Powers: New Powersets Seismic Blast [Focused Feedback: Seismic Blast] New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Stalagmite will deal a large amount of damage. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants two stacks of Seismic Pressure. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants two stacks of Seismic Pressure. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees. Rock Shards grants two stacks of Seismic Pressure. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants two stacks of Seismic Pressure. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will halt the shockwaves and will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants two stacks of Seismic Pressure. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants two stacks of Seismic Pressure. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Stalagmite grants two stacks of Seismic Pressure. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Earth Manipulation [Focused Feedback: Earth Manipulation] New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Grants one stack of Seismic Pressure if you have Seismic Blast. Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Grants one stack of Seismic Pressure if you have Seismic Blast. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Grants one stack of Seismic Pressure if you have Seismic Blast. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Grants one stack of Seismic Pressure if you have Seismic Blast. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Grants one stack of Seismic Pressure if you have Seismic Blast. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright. Grants one stack of Seismic Pressure if you have Seismic Blast. Proliferation Scrappers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Scrappers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Scrapper Defensive Power Sets that offers defense to Psionics. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Mud Pots Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Scrappers. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Stalkers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Stalkers. Unlike the Brute/Tanker/Scrapper versions, this powerset does not have Heavy Mallet nor Seismic Smash. Instead it has Assassin's Smash and Seismic Mallet. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Assassin's Smash Melee, Extreme DMG(Smashing) A signature Stalker attack. This attack does superior smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Smash when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Placate Ranged, Foe Placate, Self Stealth/Hide Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassins Blow. However, if you attack a Placated Foe, he will be able to attack you back. Seismic Mallet Melee, Superior DMG(Smashing), Knockback, Hold A more impressive form of Stone Mallet, the Seismic Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents, in addition to a chance for hold. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Stalkers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Stalker Defensive Power Sets that offers defense to Psionics. Hide Toggle: Self Stealth, +DEF(All but Psionics) Hide makes you almost impossible to detect. When properly 'Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Stalkers. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Revamps Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] Power Customization Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive. Rock Armor Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Stone Skin The following stats were moved to Stone Skin from Granite: Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively. Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively. This power should now accept Defense enhancements and sets. Earth's Embrace Recharge lowered from 360 seconds to 120 seconds Cast time reduced from 2.1 seconds to 1.0 seconds Duration reduced from 120 seconds to 60 seconds The Max HP buff can no longer be stacked with itself Heal scale reduced from scale 4 to scale 1.35 Mud Pots Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second Crystal Armor This power now grants a 20% recovery buff while it's active Power can now be enhanced for end modification sets and enhancements Cast time reduced from 2.01s to 1.0s Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Minerals This power now grants a 15% recharge buff while it's active Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Brimstone Armor This power now grants the caster a fire damage proc This proc is based on attacks cast time, instead of their recharge This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. (Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury) (Scrappers Only) This proc has a chance to critical hit Increased Fire/Cold resistance from scale 2.5 to scale 3.0 Added scale 2.0 Toxic resistance Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Granite Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences. The following stats were moved to Stone Skin from Granite: Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively. Defense lowered by 5%/3.75 for Tankers and Brutes respectively. Electrical Blast [Focused Feedback: Electrical Blast Revamp] New set mechanic: SHOCKED! Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained. Notes: Returned endurance is non-enhanceable. Single Target Attacks return 1/2 of the base cost, AoEs return 1/4. AoEs will only restore endurance once, not per target. Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock. Voltaic Sentinel will not return endurance. Shocking is separate from Scourge/Other such bonus procs and will not double-dip. This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain. AT Specific Endurance Drain Scales Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale. In addition, the following powers had their base End Drain values changed for each AT: Tesla Cage - 7% -> 20% (22% / 25%) Slow Zapp - 15% -> 30% (33% / 37.5%) These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's. Power Changes Ball Lightning DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks Short Circuit DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks Animation lowered from 3.0s to 2.5s. Now hits sooner. Charge Up (Aim) Aim has been renamed Charge Up Lowered ToHit /Dam from scale 5 to scale 4 Added a scale 2.5 End Mod Str Boost that boosts your endurance drain (Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%) Tesla Cage Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with each activation of other electrical blast attacks. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to shock others nearby! Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power. This Static is shared with Electrical Affinity In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage. Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target. For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits. Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held. Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target. The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion. While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels) The power will gain a Blue ring indicating you have reached your Chain Cap Only the Main Target of Tesla Cage can trigger Procs. Voltaic Sentinel This power is now a toggle (0.52 end/s) Recharge reduced to 10s This toggle is still susceptible to drop if mezzed Changes to Voltaic Sentinel's powers: Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time) Bolt recharge reduced from 2.5s to 1.25s Bolt activation normalized to 1s (some randomly were at 1.17s) These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously. End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire. Damage normalized to scale 0.56, below are the base damage values at lvl 50: Blaster: 35.03 Sentinel: 29.58 Corruptor: 23.36 Defender: 20.24 Voltaic Sentinel's bolt can also proc Shocked! Thunderous Blast Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only). This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes. There is no special -Recovery bonus associated with this aside from the base stats / shock. Dual Blades [Focused Feedback: Dual Blades - Quality of Life Improvements] Quality of Life Improvements Combo-Builders no longer require a successful hit to build up the combo The CancelMods effect replaces the UnsetMode effect to improve the reliability of the combo system. This fixes multiple bugs such as random highlight rings popping up and combos breaking unintentionally. Dual Blades' power descriptions have added their relevant combo sequence information. All combos will now have a 6s window to continue/finish a combo-chain. However, this timer will always start at activation. One exception: Stalker's slow Assassin's Blades which will have an 8s duration to offset its 2s interruptible period. Power Changes Placate's Empowered combo effect no longer stacks. Bug Fixes Typhoon's Edge (Scrapper) - added missing Fiery Embrace effect for Bonus AoE finisher Vengeful Slice (Tanker) - corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this). Ablating Strike (non-Stalker) - power now cancels the Weaken2 and Empower2 combos when used. Ablating Strike (Stalker) - power now cancels the Weaken2 combo when used. Power Slice (Stalker) - power now cancels the Weaken2 combo when used. PVP Changes [Focused Feedback: PvP Changes] General The command /powexec_location now requires line of sight in PVP in order to be used in target mode with teleport powers. This change only applies in PVP zones and arenas, does not affect its usage with non-teleport powers, and does not impact the use of other modes such as forward:20 or up:max. All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 (previously all of these parameters were set to 0.55) Powers Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger Arcane Bolt can proc for double damage Super Reflexes: Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs). The duration of these effects have been set to 0.75s to compensate. NOTE: This affects PvE as well. Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 25%. Added Toxic Resistance to all scaling resistance powers Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Defibrillate: Reduced the Endurance Drain from Scale -30 to Scale -20 in PvP. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This will allow players to buff themselves inside the Faraday Cage, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, which will still use a 5s activation period. NOTE: This affects PvE as well. Trick Arrow > EMP Arrow: EMP Field: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP Field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel EMP Field: Decreased the activation period from 0.5 second to 0.2 second. The faster rate should allow for the EMP Field buffs to apply more quickly/reliably when moving through the EMP Field bubble. NOTE: This affects PvE as well. Devices > Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE. Gravity Control > Dimension Shift: Reduced duration from 20s to 3s in PvP only. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE. Other Power Changes Sleep [Focused Feedback: Sleep and Placate] The Sleep effect has numerous changes: Player sleep powers are now Auto Hit. Components other than Sleep in the same power still require a to-hit check. This only impacts powers that have a 100% chance for sleep and are not Sleep over Time. Sleep Powers will still require a Hit Check to affect Raid Targets (AVs/GMs/Etc). Sleep effects in Frozen Aura, Flash Freeze, Sleep Grenade and Sentinel Chilling Ray have been set to replace, not stack. These were never able to stack before due to damage components. All Auto-Hit sleep powers should note the auto-hit effect only applies against normal enemies and not AVs, PvP, nor secondary effects. This change impacts all player versions of the following powers (unless noted otherwise) : Blind (AoE segment, main target still needs a hit check before this can trigger) Blinding Powder Chilling Ray (Sentinel only power) Flash Freeze Frozen Aura Mass Hypnosis Mesmerize Salt Crystals Siren Song Sleep Grenade Spore Burst Placate [Focused Feedback: Sleep and Placate] The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamwork Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] Added No Weapon theme for Stone Melee Mallet attacks. Stone Mallet: This power now has a No Weapon power theme. Heavy Mallet: This power now has a No Weapon power theme. Fault This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the center of the area of effect. This effect has 1.0x accuracy. Note that although this damage is dealt in a cone, the power is still a Targeted AoE that can knockdown/disorient up to 10 targets (16 for tankers). This effect has 0.8x accuracy (no change from past performance). Tremor Cast time lowered from 3.3s to 2.53s Brute Damage increased from scale 1 to scale 1.04 Tanker damage lowered from scale 1.1818 to scale 1.04 (the damage of this version of the power was erroneously set too high during the Tanker changes a few pages back) Earth Control [Focused Feedback: Various Power Changes] All versions of the following Earth Control powers will reflect these changes, including critter and epic pool versions: Stone Prison Cast time reduced from 1.93s to 1.23s Note this will also affect PvP damage Stalagmites Cast time reduced from 2.1s to 1s Note this will also affect PvP damage Electricity Manipulation [Focused Feedback: Various Power Changes] Added the ability to gain +Static on Elec. Manip. AoE attacks (does not stack per target) if Tesla Cage is owned from Electrical Blast: Force of Thunder Grants 1 Static if a target is hit (does not stack) Thunder Strike Grants 1 Static if a target is hit (does not stack) Power Sink Grants 1 Static if a target is hit (does not stack) Sonic Manipulation [Focused Feedback: Various Power Changes] Strident Echo This power should now be able to hold lieutenants Deafening Wave This power can now hold most bosses and lieutenants for either its duration or until attacked again. Earsplitter This power can now hold most bosses for either its duration or until attacked again. Electrical Affinity [Focused Feedback: Various Power Changes] Slimmed down hit effects on Electrical Affinity powers than can affect a large number of targets to improve performance on machines that struggle with a lot of particle effects. Gravity Control [Focused Feedback: Various Power Changes] The power FX system has been enhanced to be able to synchronize certain RNG-dependent effects. The most visible effect of this is that Gravity Control's Propel will summon the same object on everyone's screen. Robotics [Focused Feedback: Various Power Changes] Protector Bots > Force Field Protector Bots will only target their owners. Only one of them will ever buff, and buffing the owner will result in the owner, and all its henchmen, being protected by the Force Shield. Scale increased from 0.75 to 1.3, this is slightly weaker than having the two Protector Bots slowly buff everyone, but at the same time, now both Protector Bots get to benefit from the same buff as everyone else, and don't waste time refreshing buffs on every target they see. Savage Melee Bug Sweep [Focused Feedback: Various Power Changes] Numerous bugs were recently discovered. The main summary of these bug fixes is this: If a power had an extra DoT, it was removed If a power was doing the wrong damage, it was fixed (per the design formula). This includes PvE, PvP, modifier tables, Fiery Embrace, and Critical Hits. Power Fixes Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Teleportation Powers Now have additional destination validation for non-line-of-sight teleports. This does not affect teleporting with the standard cursor, only through commands that allow selection of locations that may not be normally reachable. P2W Amplifiers Can now be deleted. Empowerment Buffs The countdown timer now uses "UsageTime" instead of "LifeTimeInGame". This will prevent the time from running down if the power is disabled (e.g. challenge modes). Corrected the duration from 89m53s to 90m. Halloween Costumes Fixed player costume details from appearing over Gunslinger Halloween Costume (there may be more, and for other costumes, please report those as you find them). Portable Workbench [Focused Feedback: Various Power Changes] This is now a mobile NPC that will follow the player around. No longer uses world collision. Can't be used to trap NPCs. No longer has a funky hitbox / hand icon to open the crafting interface. Is a pushable pet, so players don't collide with it and just shove it out of the way. Doesn't explode and leave debris when dismissed. Known Issues: We are aware that Huge character Temporary Power Jetpacks have (apparently) been broken since pre-sunset and will work towards a universal fix in the future. Please bear with us in this regard if you are affected by this, as the underlying issues are what amounts to a rats nest of dependencies and engine limitations. Enhancements: New IO Sets [Focused Feedback: Enhancements] Ice Mistral's Torment A rare 6-piece Slow Movement IO set that emphasizes the enhancement of damage attacks. This set has a level range of 20-50 and includes a damage proc (cold, 3.5 ppm). Its level 50 pre-E.D. enhancement values are: 39.75% accuracy, 92.75% damage, 66.25% endurance reduction, 45.05% recharge reduction, and 53% slow movement. Enhancements: Endurance Reduction / Slow Damage / Recharge Damage / Slow Accuracy / Damage / Endurance Reduction Accuracy / Damage / Endurance Reduction / Recharge 3.5 PPM Cold Damage Proc Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Moderate) 7% Accuracy 4-piece: (Large) 10% Slow Resistance 5-piece: (Large) 6.25% Recharge Time 6-piece: (Huge) 3.75% Defense (Area) and 1.875% Defense (Fire/Cold) Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Protection Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Energy/Negative) and 3.75% Mez Resistance (All) 3-piece: (Large) 2.5% Recovery 4-piece: (Huge) 9% Movement Speed Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Height Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Smash/Lethal) and 3.75% Mez Resistance (All) 3-piece: (Large) 10% Regeneration 4-piece: (Huge) 2.7% Max Endurance Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character extra running speed when using the run power it's slotted in. This extra run speed is 5 mph, can be increased with enhancements and outside strength buffs, does not suppress in combat, and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Speed Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Fire/Cold) and 3.75% Mez Resistance (All) 3-piece: (Large) 1.875% Max Hit Points 4-piece: (Huge) 10% Slow Resistance Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Large) 3% Endurance Discount 4-piece: (Huge) 7.5% Range D-Sync Origin Enhancements [Focused Feedback: Enhancements] Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. These enhancements are parallel to Hamidon/Titan/Hydra Origin in strength and can be combined with those types to increase their level up to a maximum of 53. However, the DSO enhancements have several new combinations of boosts (In addition to previously existing combos). These new combos have a higher drop weight than the older and you will have a higher (but not guaranteed) chance to receive one when selecting this reward option. The new combinations are as follows: Endurance Modification/Accuracy Endurance Modification/Recharge Accuracy/Range Damage/Endurance Damage/Recharge Heal/Accuracy Heal/Recharge Slow/Recharge/Endurance Threat/Accuracy/Recharge Threat Duration [Focused Feedback: Threat Duration Enhancements] Threat Duration Enhancements (formerly Taunt Enhancements) Taunt enhancement categories are being renamed "Threat Duration Enhancements". These enhancements now will all boost Taunt and Placate duration. This has no impact on multi-enhancement set strength. The following powers now accept Threat Duration Enhancements and sets: Bane Spider Soldier> Placate Blaster > Ninja Training > Smoke Flash Mastermind > Ninjas > Call Jounin Sentinel Epic > Ninja Tool Mastery > Kemuridama Pool > Concealment > Misdirection Pool > Presence > Pacify Stalker > Ninjitsu > Smoke Flash Stalker > Broad Sword > Placate Stalker > Claws > Placate Stalker > Dark Melee > Placate Stalker > Dual Blades > Placate Stalker > Electrical Melee > Placate Stalker > Energy Melee > Placate Stalker > Fiery Melee > Placate Stalker > Ice Melee > Placate Stalker > Kinetic Melee > Placate Stalker > Martial Arts > Placate Stalker > Ninja Blade > Placate Stalker > Psionic Melee > Placate Stalker > Radiation Melee > Placate Stalker > Savage Melee > Placate Stalker > Spines > Placate Stalker > Staff Fighting > Placate Stalker > Street Justice > Placate Widow Teamwork > Placate Visuals and Items: Badges [Focused Feedback: Badges] New Badges License to Chill - Log-in during the 2021 Winter event. Master of the Prisoners of Eden - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Descent to the Hydra - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Market Crash - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Fabled - Defeat 100 Cyclopes Mythical - Defeat 100 Minotaurs Legatus - Defeat 100 Incarnate Cimeroran Traitors Call of the Void - Defeat 100 Void Hunters The Beast Within - Defeat 50 transformed 5th Column lycanthrope soldiers Rearguard - Defeat 200 Vanguard Sword, Vanguard Shield, or Renegade Vanguard Who Smelt It, Dealt It - Defeat 50 Gold Bricker Smelters Cool Customer - Defeat 50 Crey Cryogenicists Totally Radical - Defeat 200 Crey Gamma Tanks Sanctuary - Cimerora Exploration Voice of the Oracle - Cimerora Exploration Out of Bounds - Cimerora Exploration Human Nature - Cimerora Exploration Vision of Ambition - Cimerora Exploration Darkness Unleashed - Cimerora Exploration History in the Making - Cimerora Exploration Accolade Epidemiologist - Defeat all the prominent Vahzilok leaders. Worthy Opponent - Complete "The Future of Freedom" Flashback with the "Old School Challenge" selected. Alpha Not Omega - Complete a story arc in Ouroboros with the 'Only Alpha Slot' power restriction. Deincarnated - Complete a story arc in Ouroboros with the 'No Incarnate Powers' power restriction. Gold Standard - Complete the Dr. Aeon Strike Force Unfriendly Fire - Hit a Golden Brickernaut with the Dimensional Grounding Ray or Golden Throwing Wrench to disable the limiter on their self-destruct, then use it to hit Mission 4's final objective boss while she is under 10% health on Malicious difficulty or higher in Dr. Aeon's Strike Force. Ripple Raider - Successfully conquer all twelve powerful foes within Mission 5's three extra areas in a single attempt, with no deaths on the team in Dr. Aeon's Strike Force Power Overwhelming - Defeat the final objective boss of Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher in Dr. Aeon's Strike Force Can't Touch This - Defeat the final objective boss in Mission 7 without any members of the team being hit by their targeted attack during the length of the fight on Malicious difficulty or higher in Dr. Aeon's Strike Force Master of Dr. Aeon's Strike Force - Obtain the Unfriendly Fire, Ripple Raider, Power Overwhelming, and Can't Touch This badges Best Friends Forever - Take the secretary hostage in Mission 1 and bring her to the final objective after completion, then accept her help and bring her with you to final objective in Mission 7 without her being defeated in Dr. Aeon's Strike Force. Badge Changes Battle-Hardened - This badge has been moved to better fit its description. Efficiency Expert - You can now make progress for this badge by running the required missions as a teammate, not just the task owner. Badge Fixes Mob Specialist - Now properly counts the new Prisoners Bosses added with the Brickstown update. Mob Specialist - This badge is now awarded for 100 Prisoners bosses only, down from 200. Warden - Now properly counts the new Prisoners added with the Brickstown update. Fort Knox - Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). Legacy of Flame - Hint text fixed to correctly state 200 Legacy Chain minions instead of 100. Master of the Keyes Island Reactor: added "the". Master of the Lambda Sector: added "the". Master of the Magisterium: added "the". Master of the Minds of Mayhem: added "the". Master of the TPN Campus: added "the". Emotes [Focused Feedback: Emotes, Costumes and Bases] Added new innertube emote! You can cycle through or select your favorite. This emote requires your character to be in a water volume. /e innertube - cycles through the 6 texture variations /e innertube1 - strawberry donut /e innertube2 - chocolate donut /e innertube3 - neon green sport /e innertube4 - cow /e innertube5 - naval academy /e innertube6 - lifeguard The animation sequencer has been enhanced to be able to synchronize RNG state for certain animations that use randomized props and could appear inconsistent across clients. The following emotes should now have the same prop visible for everyone: alakazamreact eat eatfood food innertube Costumes [Focused Feedback: Emotes, Costumes and Bases] Costume Additions & Changes All > Jetpack: Added a new "Jetpacks" category under "Back Details" to support future Jetpacks. Existing jetpacks found under "Backpacks" have not been moved yet. Added "GoldBricker" to "Jetpacks" (the legacy color version of this jetpack is delayed for technical reasons) All > Various: Added "Spectrum" texture to many categories that were missing the option. All > Jackets > Belts: Added "Resistance" belt. All > Standard & Full Mask > Detail 2: Added "Arena Headset" All > Head > Detail 1: Added "Gold Bricker" Added "Blindfold 1" and "Blindfold 2" as "Detail 1" options. (Derived from Headband and Wrapped. Tied versions not available with hats/helmets). Male & Huge > Head > Face: Added "Hostile Face 6" All > Upper Body > Chest Detail > Special Symbols Added "Hero Corp Logo" Female & Huge > Upper Body > Jackets > Chest Detail > Under Added all missing symbols from 'Special Symbols' category Female > Head > Hats: Added "Resistance", bringing it in line with males. This was an incomplete asset and was reconstituted. Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Custom Weapons > Battle Axe: Added "Roman Nictus" Costume Editor All > Hair > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Female > Sleeves > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Fixed display names on Asymmetric Bodysuit Boots Architect Entertainment Added new conversion option for Incarnate Threads to Architect Tickets available at Ticket Vendors found in AE buildings. The conversion rate is 1:1 and can be done in batches of x10 or x100. Ticket Vendors now display their window when directly clicked on. Fixed an issue causing certain NPC contacts and critters to show untextured white costume parts. Supergroup Bases [Focused Feedback: Emotes, Costumes and Bases] Base Detail UI Changes Added three new tab categories: Office Details, Slums & Wastes and Warehouse Tab order has been updated to keep them in alphabetical order Some items have been drained from their generic tabs and placed in tabs with more closely related items. There are no change logs for which items have been moved where, as this may change again in the future. Renamed 'Toolbox' to 'Warehouse Toolbox' Removed '(new)' from previously released items and applied it to this latest batch. Use the search term '(new)' to see the complete list in the editor. Base Detail Additions Added 472 base details from the object library: World Changes: Tasks [Focused Feedback: Tasks] The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. Ms. Liberty Task Force The version of Lord Recluse faced in the final encounter now has a long-range Web Cocoon hold with -fly/-jump. During this encounter only, Lord Recluse now has 85% resistance to -range debuffs. Apex & Tin Mage Task Forces Removed -4 level shift debuff from running this content without an Alpha Slot power equipped. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Unique damage from the Crystal Titan attacks is now auto-hit and can only be mitigated via Ambrosia. Non-Unique damage still can be avoided with Defense. Ambrosia Resistance lowered to 65% while in Master of Eden mode. Expanded the level range so summoned Devouring Earth will not spawn far below the trial's level. You can now only select a Titan Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Abandoned Sewer Trial Descent to the Hydra will no longer fail the mission if all players leave the map. Expanded the level range so summoned Hydra will not spawn far below the trial's level. You can now only select a Hydra Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Market Crash Trial M1sT3r B1GsH0t in Mission 1 and Captain Roberts in Mission 2 now spawn as AVs. Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. Revamped spawns to scale with team size. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. In addition to existing rewards, it now also has MissionOwner, which will trigger various Day Job bonuses and a chance of Pool B recipe. The cavern now has a minimap. The Underground Incarnate Trial Desdemona now has no collision, meaning it is impossible for her to get stuck on her own summoned demons. Pandora's Box Completing the last mission of SSA2 - Pandora's Box, Part 5 (Heldenjaeger/Inconspicuous Female 39757) will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid. City Zones [Focused Feedback: City Zones] Cimerora The zone now includes Castellum Quarter and Phoebas Point. Many, many geometry issues with the zone have been fixed, and the assets tweaked to appear less blocky and remove flickering. Mission doors in the zone (boats, buildings and Castellum Quarter) should now be clickable while open. Sister Solaris has been moved to Phoebas Point. Sister Solaris' story arc now uses Incarnate versions of Minotaur, Cyclops and Romulus. Added Sister Valeria, currently a placeholder contact with no missions. Abandoned Sewer Network Added various Elite Bosses related to The Graveyard Shift story arc. Each pair below spawns in the same set locations, looking for the Lost Lab before the events of said arc. Pathogen & Malady Salamander & Newt Cortex & Grey Matter Raverobber & Dubstitch Added thematic mobs to accompany the above EBs: Decaying Eidolons with Cortex and Grey Matter Regenerating Cadavers with Newt and Salamander Diseased Abominations with Pathogen and Malady Sneaky Freaks with Raverobber and Dubstitch Replaced the majority of the Freakshow spawns leading to Dr. V's lost lab with Rikti, searching for Gav'ril. First Ward & Night Ward Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Underground Neutropolis The Resistance Hub door will now open for Villains running Praetorian missions on Flashback. Villain Groups [Focused Feedback: Villain Group changes] Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip. Incarnate Cimeroran Traitors Adjustments to the Endgame Roman AI config so that Endgame Surgeons will no longer waste their buffs or heals on other Surgeons. Nictus Minotaurs now have the finished version of their Nictus axe. Minions of Igneous Tweaked the FX of the critters slightly to add variety; previously, minion/lieutenant Magmites and lieutenant/boss Pumicites looked identical. World Geometry & Textures World geometry QA pass A number of existing world objects have received a QA pass to bring them up to quality standards for base details. Not every object listed was selected as a base detail, as some fixes were opportunistic. Technical: Dynamic Geometry Fixed a number of bugs and improved the geometry transitions used in Recluse's Victory. Restore transition effects that have been broken since Issue 17. Stipple fading effects now work inside water reflections. Stipple fading effects now work with the cel shader. Much smoother transitions (255 levels instead of 16). Fixed an issue that caused some geometry to fade in or briefly show the wrong state when it first became visible after zoning; everything now starts out in the correct state. Added a new alpha transparency fade mode for dynamic geometry, used in the Dr. Aeon SF. Geometry that is hidden no longer casts shadows. Geometry collision can now be dynamically controlled from scripts. The following obsolete commands have been removed: /shadowvol, /nostencilshadows System The mapserver timing loop has been rewritten to run at a steady 30Hz tick rate. Previously the tick rate would vary from 25-28Hz under normal load due to not accounting for OS-level oversleep or cumulative error from the processing time of previous ticks. This should not result in any player-visible differences but helps assuage our OCD when looking at the server monitor and more quickly identify cases of actual performance issues under load. Bug Fixes: Badges Mob Specialist: Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden: Now properly counts the new Prisoners added with the Brickstown update. Fort Knox: Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). City Zones Cimerora: Many geometry issues with the zone have been fixed, and the assets have been tweaked to appear less blocky and removed flickering. First Ward and Night Ward: Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Costumes Female > Head > Detail 1: Fixed transparency issue and minor tint color bleed on Gunslinger bow Custom Weapon > Knives of Artemis: Fixed incorrect texture on “Knives of Artemis” custom weapon and fixed minor visual issue on its blade tip All > Hair > None: Should no longer result as invalid when entering a tailor, a session, or loading costume files with that option. Female > Sleeves > None: Should no longer result as invalid when entering a tailor, a session or loading costume files with that option. Invention Sets Fixed a bug that was shared by all new IO sets created in i25+. These sets were granting set bonuses all the way down to level 1 instead of their minimum allowed exemplar level. This fix applies to the following sets: Artillery Bombardment Power Transfer Preemptive Optimization Synapse's Shock Miscellaneous Add fixes and mitigations for several client crash bugs that have been reported. Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. Fix an issue where completing part of a multi-part mission while on a mission map would cause a door to not be assigned, making it impossible to proceed without abandoning the mission. This most commonly happened when completing a hunt mission that chains into a door mission while inside a different door mission. Fix a UI bug that could cause the client to get into an inconsistent state when interacting with elements while the tutorial selection window is displayed. Teleporting while being pushed/pulled by Repel effects no longer causes rubber-banding or sliding through geometry. This is a very old movement prediction bug that could also affect Knockback under rare conditions but wasn't noticed until we started using Repel more to take advantage of the new vectored capabilities. Fixed numerous Loading Screen tips that were no longer accurate. Fixed alpha sorting issue on GoldBricker jetpack turbines. Numerous geometry fixes were made. See sections on World Geometry & Textures and Dynamic Geometry. Fix for console errors related to missing fallback textures. Missions The Graveyard Shift: Fixed an issue that could result in players skipping the Rusty Rivet mission entirely. Zoombies will no longer persist after exploding. [Tip] Make a Deal with Stardusk: Fixed Stardusk being accidentally killable before rescue. Fixed issue with Twinshot, Dr. Graves, and many other arcs with NPC "pets" that spawn as an ambush with the escort script attached and a dialog tree. Music Broken/missing music tracks have been fixed in the following neighborhoods Paragon City Fool's Gold District, Steel Canyon Aerie Plaza, Skyway City Vista Plaza, Skyway City The Gruff, Skyway City Blackstone Hills, Founder's Fall Four Seasons, The Hollows Downside, Echo: Atlas Park St. Elegius, Echo: Dark Astoria Rogue Isles Fortune's Wheel, St. Martial The WEB, Warburg Praetoria Imperial City, Aureas Imperial City, Behavioral Adjustment Facility Shadow Shard Point Tango, Firebase Zulu Tempest Point, Firebase Zulu Bastion of Regret, The Chantry Bastion of Sorrow, The Chantry NPCs Fixed a bug in the AI of Critters that have foe-targeted summons. This fixes Devoured bosses not summoning swarms, etc. Crey: Eliminator, Crisis Unit and Juggernaut enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Shivans: Fixed erroneous name of Shivan lieutenants from “Shivan Smashers” to “Shivan Smasher” Force Field: Fixed missing force field sphere FX from many critter powers Powers Brute Inherent > Fury Proc Aura now accepts Taunt strength buffs. Tanker Inherent > Gauntlet Proc Aura and Gauntlet AoE now accept Taunt strength buffs. Arctic Mastery > Chilblain (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Arctic Mastery > Block of Ice (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Combat Training: Offensive (Arachnos Soldiers and Widows): Removed the IgnoreStrength flag from the +Accuracy effect to allow slotted Accuracy to enhance it. The power is now set to Ignore Strength from external sources which will allow slotted enhancements to buff the accuracy effect, but not outside powers. Darkness Control > Haunt (Dominator): Now accepts To-Hit Debuff and Accurate To-Hit Debuff IO sets (same as Controller) Dual Blades > Ablating Strike (Stalker): Power now cancels Weaken 2 combo when used. Dual Blades > Ablating Strike (non-Stalker): Power now cancels Weaken 2 combo and Empower 2 combo when used. Dual Blades > Power Slice (Stalker): Power now cancels the Weaken 2 combo when used. Dual Blades > Typhoon's Edge (Scrapper): Added missing Fiery Embrace effect for Bonus AoE finisher Dual Blades > Vengeful Slice (Tanker): Corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this) Energy Melee > Energy Punch (Stalkers): Corrected chance for Assassin's Focus to be 75% (was 70%) Energy Melee > Total Focus (Brutes/Tankers): Added missing Fiery Embrace effects. Epic Snipes (Scrappers/Stalkers): Fixed a recent bug that caused quick snipes to do less damage than intended. They shall now have their damage scaled back to 1.75 scale (up to 2.3 scale with capped To-Hit benefit). Experimentation > Jaunt: Fixed a bug that was causing Jaunt to not appear in a player's power menu, making it difficult to add to power trays. Ice Melee > Freezing Touch (Stalker): Fixed chance of granting Assassin's Focus to be 100% (was 50%). Kinetic Melee > Taunt (Brute): No longer stacks its taunt effect Plant Manipulation > Entangle (Blasters): Immob magnitude was too high, reduced to mag 3. Poison > Weaken (All ATs): Fixed the splash To-Hit Debuff to accept strength buffs. Psionic Mastery > Link Minds (Dominator): Fixed Psionic Resistance to be scale 2.0 (17%). Previously it was set to 0.2 scale (1.7%) erroneously. Savage Melee > Hemorrhage: Fixed Fiery Embrace effect's total damage scale from 0.342 to 1.170 (has burst + DoT damage). Savage Melee > Savage Strike Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Savage Melee > Shred Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Savage Melee > Rending Flurry Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Savage Melee > Maiming Slash (Scrapper only) Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Shield > Shield Charge (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 1.445 (large radius) and 0.595 (small radius) damage scale. It's now set to 1.615 and 0.665, respectively. Sorcery > Enflame (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 0.80 damage scale. It has now been increased to 0.95 damage scale. Stone Armor > Rooted: Fixed Icon (previously version had a ring around its border). Super Reflexes > Evastion (Brute): Corrected the PvP-only elusivity duration to be 2.25s (up from 0.75s). Super Reflexes > Evasion (Tanker): Now accepts Taunt IO sets. Trick Arrow > EMP Arrow (Non-Defenders): Fixed a bug that caused its Hold effect to not fire. Inspiration > Immortal Recovery Super Inspiration: Fixed endurance amount. Reduced from 50 to 25, which matches its description. Temporary Powers > Buoyant Membrane: Fixed its fly speed to no longer be intermittent. Previously it was set to 0.75s duration on a 3s pulse. This has been increased to 10s fly speed duration Coral Amulet (reward from the Renault SF) now summons the correct entity. It was using the actual villain critter, limited to levels 24-31, instead of the pet critter which covers the whole 1-54 range. Some temporary powers were missing flags that disabled them correctly in content where temporary powers are disallowed: Defense Amplifier Survival Amplifier Offense Amplifier Winter Ward Frost Bite Added -Fly to the tool tips of the following powers. They always had a -Fly component, it just wasn't listed in the tooltip: Crey CBX-9 Pistol Stolen Immobilizer Ray Chilblain
  4. Staging Patch Notes: Issue 27, Page 3 Known issues are listed in purple. What's New in Issue 27, Page 3? Dr. Aeon Strike Force Difficulty/Challenge Options Powersets: Seismic Blast and Earth Manipulation Proliferation: Scrappers and Stalkers are rockin' it Revamps: Stone Armor, Electrical Blast, and Dual Blades IO Sets: Slow Movement and Travel D-Sync Origin Enhancements Emotes Base Items Costume Parts ...and much more! Marquee Features: Dr. Aeon Strike Force [Focused Feedback: Dr. Aeon Strike Force] New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon, has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning see the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. Also available through the LFG tab. Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it! Advanced Difficulty Options [Focused Feedback: Advanced Difficulty Options and Challenge Mode] With the release of the Dr. Aeon Strike Force, we’ve completely rewritten the challenge settings code and greatly expanded what we can do with future content in terms of accommodating difficulty options and delivering curated challenges to players seeking that type of gameplay experience. These optional difficulty settings are accessed from the Challenge Settings menu for content that has been added to the feature (as of Page 3 this will only include the Dr. Aeon Strike Force). These options require being level 50 to select and change the content in various ways. These new difficulty modes were hand-crafted and balanced, and are not based on the previous Challenge Settings that exist currently. Facing content with these Advanced Difficulty Settings enabled will grant the team more rewards for overcoming challenges, additionally, some badges may only be available by going above the normal difficulty setting. The design goal of these options was to ensure all roles on a team (tank, damage, control, and support) could contribute in a rewarding way, and give Incarnate level characters using Invention-Origin enhancements something to test their fully-built characters against. For the new Advanced Difficulty Settings, the difficulty levels are named after the old reputation difficulties and each changes the content in various ways. The specifics below are the current settings for the Dr. Aeon Strike Force: Villainous: Normal difficulty, this is what the option is set to by default, and doesn’t change the content at all. Malicious: Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. Arch-villains have Praetorian base to-hit (63.75%). Certain powerful Arch-villains have double base health (with normalized regeneration numbers). No other additional stats, defeat rewards, or restrictions. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Vicious: The minimum mission difficulty is locked at +2 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. Players will be unable to use non-revive large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Ruthless: The minimum mission difficulty is locked at +3 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Relentless: The mission difficulty is locked at +4 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Challenge Modes [Focused Feedback: Advanced Difficulty Options and Challenge Mode] The old TF and Flashback challenges have been rewritten using the above code. This has resulted in several changes to the way certain badges are obtained: The various Flashback badges for completing challenges at various levels now do it based on the story arc maximum level, instead of the hidden Stature Level which made it difficult to know which story arcs counted for what. Only story arcs that reward 5 merits or more will count towards the challenge badges. Options for 'No Incarnate Powers' and 'Only Alpha Slot' were added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component. Added an Empyrean Merit as a reward for completing the Master of Task Force challenges. Added an Astral Merit as a reward for completing the Master of Trial challenges. Failing any missions in a Task Force or Trial will now cause the Master Of challenge to fail. Powers: New Powersets Seismic Blast [Focused Feedback: Seismic Blast] New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Stalagmite will deal a large amount of damage. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants two stacks of Seismic Pressure. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants two stacks of Seismic Pressure. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees. Rock Shards grants two stacks of Seismic Pressure. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants two stacks of Seismic Pressure. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will halt the shockwaves and will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants two stacks of Seismic Pressure. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants two stacks of Seismic Pressure. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Stalagmite grants two stacks of Seismic Pressure. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Earth Manipulation [Focused Feedback: Earth Manipulation] New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Grants one stack of Seismic Pressure if you have Seismic Blast. Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Grants one stack of Seismic Pressure if you have Seismic Blast. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Grants one stack of Seismic Pressure if you have Seismic Blast. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Grants one stack of Seismic Pressure if you have Seismic Blast. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Grants one stack of Seismic Pressure if you have Seismic Blast. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright. Grants one stack of Seismic Pressure if you have Seismic Blast. Proliferation Scrappers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Scrappers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Scrapper Defensive Power Sets that offers defense to Psionics. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Mud Pots Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Scrappers. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Stalkers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Stalkers. Unlike the Brute/Tanker/Scrapper versions, this powerset does not have Heavy Mallet nor Seismic Smash. Instead it has Assassin's Smash and Seismic Mallet. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Assassin's Smash Melee, Extreme DMG(Smashing) A signature Stalker attack. This attack does superior smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Smash when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Placate Ranged, Foe Placate, Self Stealth/Hide Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassins Blow. However, if you attack a Placated Foe, he will be able to attack you back. Seismic Mallet Melee, Superior DMG(Smashing), Knockback, Hold A more impressive form of Stone Mallet, the Seismic Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents, in addition to a chance for hold. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Stalkers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Stalker Defensive Power Sets that offers defense to Psionics. Hide Toggle: Self Stealth, +DEF(All but Psionics) Hide makes you almost impossible to detect. When properly 'Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Stalkers. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Revamps Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] Power Customization Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive. Rock Armor Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Stone Skin The following stats were moved to Stone Skin from Granite: Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively. Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively. This power should now accept Defense enhancements and sets. Earth's Embrace Recharge lowered from 360 seconds to 120 seconds Cast time reduced from 2.1 seconds to 1.0 seconds Duration reduced from 120 seconds to 60 seconds The Max HP buff can no longer be stacked with itself Heal scale reduced from scale 4 to scale 1.35 Mud Pots Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second Crystal Armor This power now grants a 20% recovery buff while it's active Power can now be enhanced for end modification sets and enhancements Cast time reduced from 2.01s to 1.0s Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Minerals This power now grants a 15% recharge buff while it's active Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Brimstone Armor This power now grants the caster a fire damage proc This proc is based on attacks cast time, instead of their recharge This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. (Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury) (Scrappers Only) This proc has a chance to critical hit Increased Fire/Cold resistance from scale 2.5 to scale 3.0 Added scale 2.0 Toxic resistance Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Granite Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences. The following stats were moved to Stone Skin from Granite: Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively. Defense lowered by 5%/3.75 for Tankers and Brutes respectively. Electrical Blast [Focused Feedback: Electrical Blast Revamp] New set mechanic: SHOCKED! Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained. Notes: Returned endurance is non-enhanceable. Single Target Attacks return 1/2 of the base cost, AoEs return 1/4. AoEs will only restore endurance once, not per target. Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock. Voltaic Sentinel will not return endurance. Shocking is separate from Scourge/Other such bonus procs and will not double-dip. This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain. AT Specific Endurance Drain Scales Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale. In addition, the following powers had their base End Drain values changed for each AT: Tesla Cage - 7% -> 20% (22% / 25%) Slow Zapp - 15% -> 30% (33% / 37.5%) These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's. Power Changes Ball Lightning DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks Short Circuit DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks Animation lowered from 3.0s to 2.5s. Now hits sooner. Charge Up (Aim) Aim has been renamed Charge Up Lowered ToHit /Dam from scale 5 to scale 4 Added a scale 2.5 End Mod Str Boost that boosts your endurance drain (Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%) Tesla Cage Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with each activation of other electrical blast attacks. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to shock others nearby! Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power. This Static is shared with Electrical Affinity In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage. Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target. For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits. Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held. Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target. The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion. While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels) The power will gain a Blue ring indicating you have reached your Chain Cap Only the Main Target of Tesla Cage can trigger Procs. Voltaic Sentinel This power is now a toggle (0.52 end/s) Recharge reduced to 10s This toggle is still susceptible to drop if mezzed Changes to Voltaic Sentinel's powers: Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time) Bolt recharge reduced from 2.5s to 1.25s Bolt activation normalized to 1s (some randomly were at 1.17s) These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously. End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire. Damage normalized to scale 0.56, below are the base damage values at lvl 50: Blaster: 35.03 Sentinel: 29.58 Corruptor: 23.36 Defender: 20.24 Voltaic Sentinel's bolt can also proc Shocked! Thunderous Blast Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only). This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes. There is no special -Recovery bonus associated with this aside from the base stats / shock. Dual Blades [Focused Feedback: Dual Blades - Quality of Life Improvements] Quality of Life Improvements Combo-Builders no longer require a successful hit to build up the combo The CancelMods effect replaces the UnsetMode effect to improve the reliability of the combo system. This fixes multiple bugs such as random highlight rings popping up and combos breaking unintentionally. Dual Blades' power descriptions have added their relevant combo sequence information. All combos will now have a 6s window to continue/finish a combo-chain. However, this timer will always start at activation. One exception: Stalker's slow Assassin's Blades which will have an 8s duration to offset its 2s interruptible period. Power Changes Placate's Empowered combo effect no longer stacks. Bug Fixes Typhoon's Edge (Scrapper) - added missing Fiery Embrace effect for Bonus AoE finisher Vengeful Slice (Tanker) - corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this). Ablating Strike (non-Stalker) - power now cancels the Weaken2 and Empower2 combos when used. Ablating Strike (Stalker) - power now cancels the Weaken2 combo when used. Power Slice (Stalker) - power now cancels the Weaken2 combo when used. PVP Changes [Focused Feedback: PvP Changes] General The command /powexec_location now requires line of sight in PVP in order to be used in target mode with teleport powers. This change only applies in PVP zones and arenas, does not affect its usage with non-teleport powers, and does not impact the use of other modes such as forward:20 or up:max. All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 (previously all of these parameters were set to 0.55) Powers Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger Arcane Bolt can proc for double damage Super Reflexes: Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs). The duration of these effects have been set to 0.75s to compensate. NOTE: This affects PvE as well. Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 25%. Added Toxic Resistance to all scaling resistance powers Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Defibrillate: Reduced the Endurance Drain from Scale -30 to Scale -20 in PvP. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This will allow players to buff themselves inside the Faraday Cage, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, which will still use a 5s activation period. NOTE: This affects PvE as well. Trick Arrow > EMP Arrow: EMP Field: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP Field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel EMP Field: Decreased the activation period from 0.5 second to 0.2 second. The faster rate should allow for the EMP Field buffs to apply more quickly/reliably when moving through the EMP Field bubble. NOTE: This affects PvE as well. Devices > Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE. Gravity Control > Dimension Shift: Reduced duration from 20s to 3s in PvP only. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE. Other Power Changes Sleep [Focused Feedback: Sleep and Placate] The Sleep effect has numerous changes: Player sleep powers are now Auto Hit. Components other than Sleep in the same power still require a to-hit check. This only impacts powers that have a 100% chance for sleep and are not Sleep over Time. Sleep Powers will still require a Hit Check to affect Raid Targets (AVs/GMs/Etc). Sleep effects in Frozen Aura, Flash Freeze, Sleep Grenade and Sentinel Chilling Ray have been set to replace, not stack. These were never able to stack before due to damage components. All Auto-Hit sleep powers should note the auto-hit effect only applies against normal enemies and not AVs, PvP, nor secondary effects. This change impacts all player versions of the following powers (unless noted otherwise) : Blind (AoE segment, main target still needs a hit check before this can trigger) Blinding Powder Chilling Ray (Sentinel only power) Flash Freeze Frozen Aura Mass Hypnosis Mesmerize Salt Crystals Siren Song Sleep Grenade Spore Burst Placate [Focused Feedback: Sleep and Placate] The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamwork Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] Added No Weapon theme for Stone Melee Mallet attacks. Stone Mallet: This power now has a No Weapon power theme. Heavy Mallet: This power now has a No Weapon power theme. Fault This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the Tremor area of effect. This effect has 1.0x accuracy. Note that although this damage is dealt in a cone, the power is still a Targeted AoE that can knockdown/disorient up to 10 targets (16 for tankers). This effect has 0.8x accuracy (no change from past performance). Tremor Cast time lowered from 3.3s to 2.53s Brute Damage increased from scale 1 to scale 1.04 Tanker damage lowered from scale 1.1818 to scale 1.04 (the damage of this version of the power was erroneously set too high during the Tanker changes a few pages back) Earth Control [Focused Feedback: Various Power Changes] All versions of the following Earth Control powers will reflect these changes, including critter and epic pool versions: Stone Prison Cast time reduced from 1.93s to 1.23s Note this will also affect PvP damage Stalagmites Cast time reduced from 2.1s to 1s Note this will also affect PvP damage Electricity Manipulation [Focused Feedback: Various Power Changes] Added the ability to gain +Static on Elec. Manip. AoE attacks (does not stack per target) if Tesla Cage is owned from Electrical Blast: Force of Thunder Grants 1 Static if a target is hit (does not stack) Thunder Strike Grants 1 Static if a target is hit (does not stack) Power Sink Grants 1 Static if a target is hit (does not stack) Sonic Manipulation [Focused Feedback: Various Power Changes] Strident Echo This power should now be able to hold lieutenants Deafening Wave This power can now hold most bosses and lieutenants for either its duration or until attacked again. Earsplitter This power can now hold most bosses for either its duration or until attacked again. Electrical Affinity [Focused Feedback: Various Power Changes] Slimmed down hit effects on Electrical Affinity powers than can affect a large number of targets to improve performance on machines that struggle with a lot of particle effects. Gravity Control [Focused Feedback: Various Power Changes] The power FX system has been enhanced to be able to synchronize certain RNG-dependent effects. The most visible effect of this is that Gravity Control's Propel will summon the same object on everyone's screen. Robotics [Focused Feedback: Various Power Changes] Protector Bots > Force Field Protector Bots will only target their owners. Only one of them will ever buff, and buffing the owner will result in the owner, and all its henchmen, being protected by the Force Shield. Scale increased from 0.75 to 1.3, this is slightly weaker than having the two Protector Bots slowly buff everyone, but at the same time, now both Protector Bots get to benefit from the same buff as everyone else, and don't waste time refreshing buffs on every target they see. Savage Melee Bug Sweep [Focused Feedback: Various Power Changes] Numerous bugs were recently discovered. The main summary of these bug fixes is this: If a power had an extra DoT, it was removed If a power was doing the wrong damage, it was fixed (per the design formula). This includes PvE, PvP, modifier tables, Fiery Embrace, and Critical Hits. Power Fixes Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) P2W Amplifiers Can now be deleted. Empowerment Buffs The countdown timer now uses "UsageTime" instead of "LifeTimeInGame". This will prevent the time from running down if the power is disabled (e.g. challenge modes). Corrected the duration from 89m53s to 90m. Halloween Costumes Fixed player costume details from appearing over Gunslinger Halloween Costume (there may be more, and for other costumes, please report those as you find them). Known Issues: We are aware that Huge character Temporary Power Jetpacks have (apparently) been broken since pre-sunset and will work towards a universal fix in the future. Please bear with us in this regard if you are affected by this, as the underlying issues are what amounts to a rats nest of dependencies and engine limitations. Portable Workbench [Focused Feedback: Various Power Changes] This is now a mobile NPC that will follow the player around. No longer uses world collision. Can't be used to trap NPCs. No longer has a funky hitbox / hand icon to open the crafting interface. Is a pushable pet, so players don't collide with it and just shove it out of the way. Doesn't explode and leave debris when dismissed. Enhancements: New IO Sets [Focused Feedback: Enhancements] Ice Mistral's Torment A rare 6-piece Slow Movement IO set that emphasizes the enhancement of damage attacks. This set has a level range of 20-50 and includes a damage proc (cold, 3.5 ppm). Its level 50 pre-E.D. enhancement values are: 39.75% accuracy, 92.75% damage, 66.25% endurance reduction, 45.05% recharge reduction, and 53% slow movement. Enhancements: Endurance Reduction / Slow Damage / Recharge Damage / Slow Accuracy / Damage / Endurance Reduction Accuracy / Damage / Endurance Reduction / Recharge 3.5 PPM Cold Damage Proc Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Moderate) 7% Accuracy 4-piece: (Large) 10% Slow Resistance 5-piece: (Large) 6.25% Recharge Time 6-piece: (Huge) 3.75% Defense (Area) and 1.875% Defense (Fire/Cold) Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Protection Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Energy/Negative) and 3.75% Mez Resistance (All) 3-piece: (Large) 2.5% Recovery 4-piece: (Huge) 9% Movement Speed Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Height Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Smash/Lethal) and 3.75% Mez Resistance (All) 3-piece: (Large) 10% Regeneration 4-piece: (Huge) 2.7% Max Endurance Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character extra running speed when using the run power it's slotted in. This extra run speed is 5 mph, can be increased with enhancements and outside strength buffs, does not suppress in combat, and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Speed Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Fire/Cold) and 3.75% Mez Resistance (All) 3-piece: (Large) 1.875% Max Hit Points 4-piece: (Huge) 10% Slow Resistance Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Large) 3% Endurance Discount 4-piece: (Huge) 7.5% Range D-Sync Origin Enhancements [Focused Feedback: Enhancements] Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. These enhancements are parallel to Hamidon/Titan/Hydra Origin in strength and can be combined with those types to increase their level up to a maximum of 53. However, the DSO enhancements have several new combinations of boosts (In addition to previously existing combos). These new combos have a higher drop weight than the older and you will have a higher (but not guaranteed) chance to receive one when selecting this reward option. The new combinations are as follows: Endurance Modification/Accuracy Endurance Modification/Recharge Accuracy/Range Damage/Endurance Damage/Recharge Heal/Accuracy Heal/Recharge Slow/Recharge/Endurance Threat/Accuracy/Recharge Threat Duration [Focused Feedback: Threat Duration Enhancements] Threat Duration Enhancements (formerly Taunt Enhancements) Taunt enhancement categories are being renamed "Threat Duration Enhancements". These enhancements now will all boost Taunt and Placate duration. This has no impact on multi-enhancement set strength. The following powers now accept Threat Duration Enhancements and sets: Bane Spider Soldier> Placate Blaster > Ninja Training > Smoke Flash Mastermind > Ninjas > Call Jounin Sentinel Epic > Ninja Tool Mastery > Kemuridama Pool > Concealment > Misdirection Pool > Presence > Pacify Stalker > Ninjitsu > Smoke Flash Stalker > Broad Sword > Placate Stalker > Claws > Placate Stalker > Dark Melee > Placate Stalker > Dual Blades > Placate Stalker > Electrical Melee > Placate Stalker > Energy Melee > Placate Stalker > Fiery Melee > Placate Stalker > Ice Melee > Placate Stalker > Kinetic Melee > Placate Stalker > Martial Arts > Placate Stalker > Ninja Blade > Placate Stalker > Psionic Melee > Placate Stalker > Radiation Melee > Placate Stalker > Savage Melee > Placate Stalker > Spines > Placate Stalker > Staff Fighting > Placate Stalker > Street Justice > Placate Widow Teamwork > Placate Visuals and Items: Badges [Focused Feedback: Badges] New Badges License to Chill - Log-in during the 2021 Winter event. Master of the Prisoners of Eden - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Descent to the Hydra - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Market Crash - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Fabled - Defeat 100 Cyclopes Mythical - Defeat 100 Minotaurs Legatus - Defeat 100 Incarnate Cimeroran Traitors Call of the Void - Defeat 100 Void Hunters The Beast Within - Defeat 50 transformed 5th Column lycanthrope soldiers Rearguard - Defeat 200 Vanguard Sword, Vanguard Shield, or Renegade Vanguard Who Smelt It, Dealt It - Defeat 100 Gold Bricker Smelters Cool Customer - Defeat 50 Crey Cryogenicists Totally Radical - Defeat 200 Crey Gamma Tanks Sanctuary - Cimerora Exploration Voice of the Oracle - Cimerora Exploration Out of Bounds - Cimerora Exploration Human Nature - Cimerora Exploration Vision of Ambition - Cimerora Exploration Darkness Unleashed - Cimerora Exploration History in the Making - Cimerora Exploration Accolade Epidemiologist - Defeat all the prominent Vahzilok leaders. Worthy Opponent - Complete "The Future of Freedom" Flashback with the "Old School Challenge" selected. Alpha Not Omega - Complete a story arc in Ouroboros with the 'Only Alpha Slot' power restriction. Deincarnated - Complete a story arc in Ouroboros with the 'No Incarnate Powers' power restriction. Gold Standard - Complete the Dr. Aeon Strike Force Unfriendly Fire - Hit a Golden Brickernaut with the Dimensional Grounding Ray or Golden Throwing Wrench to disable the limiter on their self-destruct, then use it to hit Mission 4's final objective boss while she is under 10% health on Malicious difficulty or higher in Dr. Aeon's Strike Force. Ripple Raider - Successfully conquer all twelve powerful foes within Mission 5's three extra areas in a single attempt, with no deaths on the team in Dr. Aeon's Strike Force Power Overwhelming - Defeat the final objective boss of Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher in Dr. Aeon's Strike Force Can't Touch This - Defeat the final objective boss in Mission 7 without any members of the team being hit by their targeted attack during the length of the fight on Malicious difficulty or higher in Dr. Aeon's Strike Force Master of Dr. Aeon's Strike Force - Obtain the Unfriendly Fire, Ripple Raider, Power Overwhelming, and Can't Touch This badges Best Friends Forever - Take the secretary hostage in Mission 1 and bring her to the final objective after completion, then accept her help and bring her with you to final objective in Mission 7 without her being defeated in Dr. Aeon's Strike Force. Badge Changes Battle-Hardened - This badge has been moved to better fit its description. Efficiency Expert - You can now make progress for this badge by running the required missions as a teammate, not just the task owner. Badge Fixes Mob Specialist - Now properly counts the new Prisoners Bosses added with the Brickstown update. Mob Specialist - This badge is now awarded for 100 Prisoners bosses only, down from 200. Warden - Now properly counts the new Prisoners added with the Brickstown update. Fort Knox - Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). Legacy of Flame - Hint text fixed to correctly state 200 Legacy Chain minions instead of 100. Master of the Keyes Island Reactor: added "the". Master of the Lambda Sector: added "the". Master of the Magisterium: added "the". Master of the Minds of Mayhem: added "the". Master of the TPN Campus: added "the". Emotes [Focused Feedback: Emotes, Costumes and Bases] Added new innertube emote! You can cycle through or select your favorite. This emote requires your character to be in a water volume. /e innertube - cycles through the 6 texture variations /e innertube1 - strawberry donut /e innertube2 - chocolate donut /e innertube3 - neon green sport /e innertube4 - cow /e innertube5 - naval academy /e innertube6 - lifeguard The animation sequencer has been enhanced to be able to synchronize RNG state for certain animations that use randomized props and could appear inconsistent across clients. The following emotes should now have the same prop visible for everyone: alakazamreact eat eatfood food innertube Costumes [Focused Feedback: Emotes, Costumes and Bases] Costume Additions & Changes All > Jetpack: Added a new "Jetpacks" category under "Back Details" to support future Jetpacks. Existing jetpacks found under "Backpacks" have not been moved yet. Added "GoldBricker" to "Jetpacks" (the legacy color version of this jetpack is delayed for technical reasons) All > Various: Added "Spectrum" texture to many categories that were missing the option. All > Jackets > Belts: Added "Resistance" belt. All > Standard & Full Mask > Detail 2: Added "Arena Headset" All > Head > Detail 1: Added "Gold Bricker" Added "Blindfold 1" and "Blindfold 2" as "Detail 1" options. (Derived from Headband and Wrapped. Tied versions not available with hats/helmets). Male & Huge > Head > Face: Added "Hostile Face 6" All > Upper Body > Chest Detail > Special Symbols Added "Hero Corp Logo" Female & Huge > Upper Body > Jackets > Chest Detail > Under Added all missing symbols from 'Special Symbols' category Female > Head > Hats: Added "Resistance", bringing it in line with males. This was an incomplete asset and was reconstituted. Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Custom Weapons > Battle Axe: Added "Roman Nictus" Costume Editor All > Hair > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Female > Sleeves > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Fixed display names on Asymmetric Bodysuit Boots Architect Entertainment Added new conversion option for Incarnate Threads to Architect Tickets available at Ticket Vendors found in AE buildings. The conversion rate is 1:1 and can be done in batches of x10 or x100. Ticket Vendors now display their window when directly clicked on. Fixed an issue causing certain NPC contacts and critters to show untextured white costume parts. Supergroup Bases [Focused Feedback: Emotes, Costumes and Bases] Base Detail UI Changes Added three new tab categories: Office Details, Slums & Wastes and Warehouse Tab order has been updated to keep them in alphabetical order Some items have been drained from their generic tabs and placed in tabs with more closely related items. There are no change logs for which items have been moved where, as this may change again in the future. Renamed 'Toolbox' to 'Warehouse Toolbox' Removed '(new)' from previously released items and applied it to this latest batch. Use the search term '(new)' to see the complete list in the editor. Base Detail Additions Added 472 base details from the object library: World Changes: Tasks [Focused Feedback: Tasks] The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. Ms. Liberty Task Force The version of Lord Recluse faced in the final encounter now has a long-range Web Cocoon hold with -fly/-jump. During this encounter only, Lord Recluse now has 85% resistance to -range debuffs. Apex & Tin Mage Task Forces Removed -4 level shift debuff from running this content without an Alpha Slot power equipped. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Unique damage from the Crystal Titan attacks is now auto-hit and can only be mitigated via Ambrosia. Non-Unique damage still can be avoided with Defense. Ambrosia Resistance lowered to 65% while in Master of Eden mode. Expanded the level range so summoned Devouring Earth will not spawn far below the trial's level. You can now only select a Titan Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Abandoned Sewer Trial Descent to the Hydra will no longer fail the mission if all players leave the map. Expanded the level range so summoned Hydra will not spawn far below the trial's level. You can now only select a Hydra Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Market Crash Trial M1sT3r B1GsH0t in Mission 1 and Captain Roberts in Mission 2 now spawn as AVs. Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. Revamped spawns to scale with team size. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. In addition to existing rewards, it now also has MissionOwner, which will trigger various Day Job bonuses and a chance of Pool B recipe. The cavern now has a minimap. The Underground Incarnate Trial Desdemona now has no collision, meaning it is impossible for her to get stuck on her own summoned demons. Pandora's Box Completing the last mission of SSA2 - Pandora's Box, Part 5 (Heldenjaeger/Inconspicuous Female 39757) will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid. City Zones [Focused Feedback: City Zones] Cimerora The zone now includes Castellum Quarter and Phoebas Point. Many, many geometry issues with the zone have been fixed, and the assets tweaked to appear less blocky and remove flickering. Mission doors in the zone (boats, buildings and Castellum Quarter) should now be clickable while open. Sister Solaris has been moved to Phoebas Point. Sister Solaris' story arc now uses Incarnate versions of Minotaur, Cyclops and Romulus. Added Sister Valeria, currently a placeholder contact with no missions. Abandoned Sewer Network Added various Elite Bosses related to The Graveyard Shift story arc. Each pair below spawns in the same set locations, looking for the Lost Lab before the events of said arc. Pathogen & Malady Salamander & Newt Cortex & Grey Matter Raverobber & Dubstitch Added thematic mobs to accompany the above EBs: Decaying Eidolons with Cortex and Grey Matter Regenerating Cadavers with Newt and Salamander Diseased Abominations with Pathogen and Malady Sneaky Freaks with Raverobber and Dubstitch Replaced the majority of the Freakshow spawns leading to Dr. V's lost lab with Rikti, searching for Gav'ril. First Ward & Night Ward Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Underground Neutropolis The Resistance Hub door will now open for Villains running Praetorian missions on Flashback. Villain Groups [Focused Feedback: Villain Group changes] Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip. Incarnate Cimeroran Traitors Adjustments to the Endgame Roman AI config so that Endgame Surgeons will no longer waste their buffs or heals on other Surgeons. Nictus Minotaurs now have the finished version of their Nictus axe. Minions of Igneous Tweaked the FX of the critters slightly to add variety; previously, minion/lieutenant Magmites and lieutenant/boss Pumicites looked identical. World Geometry & Textures World geometry QA pass A number of existing world objects have received a QA pass to bring them up to quality standards for base details. Not every object listed was selected as a base detail, as some fixes were opportunistic. Technical: Dynamic Geometry Fixed a number of bugs and improved the geometry transitions used in Recluse's Victory. Restore transition effects that have been broken since Issue 17. Stipple fading effects now work inside water reflections. Stipple fading effects now work with the cel shader. Much smoother transitions (255 levels instead of 16). Fixed an issue that caused some geometry to fade in or briefly show the wrong state when it first became visible after zoning; everything now starts out in the correct state. Added a new alpha transparency fade mode for dynamic geometry, used in the Dr. Aeon SF. Geometry that is hidden no longer casts shadows. Geometry collision can now be dynamically controlled from scripts. The following obsolete commands have been removed: /shadowvol, /nostencilshadows System The mapserver timing loop has been rewritten to run at a steady 30Hz tick rate. Previously the tick rate would vary from 25-28Hz under normal load due to not accounting for OS-level oversleep or cumulative error from the processing time of previous ticks. This should not result in any player-visible differences but helps assuage our OCD when looking at the server monitor and more quickly identify cases of actual performance issues under load. Bug Fixes: Badges Mob Specialist: Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden: Now properly counts the new Prisoners added with the Brickstown update. Fort Knox: Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). City Zones Cimerora: Many geometry issues with the zone have been fixed, and the assets have been tweaked to appear less blocky and removed flickering. First Ward and Night Ward: Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Costumes Female > Head > Detail 1: Fixed transparency issue and minor tint color bleed on Gunslinger bow Custom Weapon > Knives of Artemis: Fixed incorrect texture on “Knives of Artemis” custom weapon and fixed minor visual issue on its blade tip All > Hair > None: Should no longer result as invalid when entering a tailor, a session, or loading costume files with that option. Female > Sleeves > None: Should no longer result as invalid when entering a tailor, a session or loading costume files with that option. Invention Sets Fixed a bug that was shared by all new IO sets created in i25+. These sets were granting set bonuses all the way down to level 1 instead of their minimum allowed exemplar level. This fix applies to the following sets: Artillery Bombardment Power Transfer Preemptive Optimization Synapse's Shock Miscellaneous Add fixes and mitigations for several client crash bugs that have been reported. Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. Fix an issue where completing part of a multi-part mission while on a mission map would cause a door to not be assigned, making it impossible to proceed without abandoning the mission. This most commonly happened when completing a hunt mission that chains into a door mission while inside a different door mission. Fix a UI bug that could cause the client to get into an inconsistent state when interacting with elements while the tutorial selection window is displayed. Teleporting while being pushed/pulled by Repel effects no longer causes rubber-banding or sliding through geometry. This is a very old movement prediction bug that could also affect Knockback under rare conditions but wasn't noticed until we started using Repel more to take advantage of the new vectored capabilities. Fixed numerous Loading Screen tips that were no longer accurate. Fixed alpha sorting issue on GoldBricker jetpack turbines. Numerous geometry fixes were made. See sections on World Geometry & Textures and Dynamic Geometry. Fix for console errors related to missing fallback textures. Missions The Graveyard Shift: Fixed an issue that could result in players skipping the Rusty Rivet mission entirely. Zoombies will no longer persist after exploding. [Tip] Make a Deal with Stardusk: Fixed Stardusk being accidentally killable before rescue. Fixed issue with Twinshot, Dr. Graves, and many other arcs with NPC "pets" that spawn as an ambush with the escort script attached and a dialog tree. Music Broken/missing music tracks have been fixed in the following neighborhoods Paragon City Fool's Gold District, Steel Canyon Aerie Plaza, Skyway City Vista Plaza, Skyway City The Gruff, Skyway City Blackstone Hills, Founder's Fall Four Seasons, The Hollows Downside, Echo: Atlas Park St. Elegius, Echo: Dark Astoria Rogue Isles Fortune's Wheel, St. Martial The WEB, Warburg Praetoria Imperial City, Aureas Imperial City, Behavioral Adjustment Facility Shadow Shard Point Tango, Firebase Zulu Tempest Point, Firebase Zulu Bastion of Regret, The Chantry Bastion of Sorrow, The Chantry NPCs Fixed a bug in the AI of Critters that have foe-targeted summons. This fixes Devoured bosses not summoning swarms, etc. Crey: Eliminator, Crisis Unit and Juggernaut enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Shivans: Fixed erroneous name of Shivan lieutenants from “Shivan Smashers” to “Shivan Smasher” Force Field: Fixed missing force field sphere FX from many critter powers Powers Brute Inherent > Fury Proc Aura now accepts Taunt strength buffs. Tanker Inherent > Gauntlet Proc Aura and Gauntlet AoE now accept Taunt strength buffs. Arctic Mastery > Chilblain (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Arctic Mastery > Block of Ice (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Combat Training: Offensive (Arachnos Soldiers and Widows): Removed the IgnoreStrength flag from the +Accuracy effect to allow slotted Accuracy to enhance it. The power is now set to Ignore Strength from external sources which will allow slotted enhancements to buff the accuracy effect, but not outside powers. Darkness Control > Haunt (Dominator): Now accepts To-Hit Debuff and Accurate To-Hit Debuff IO sets (same as Controller) Dual Blades > Ablating Strike (Stalker): Power now cancels Weaken 2 combo when used. Dual Blades > Ablating Strike (non-Stalker): Power now cancels Weaken 2 combo and Empower 2 combo when used. Dual Blades > Power Slice (Stalker): Power now cancels the Weaken 2 combo when used. Dual Blades > Typhoon's Edge (Scrapper): Added missing Fiery Embrace effect for Bonus AoE finisher Dual Blades > Vengeful Slice (Tanker): Corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this) Energy Melee > Energy Punch (Stalkers): Corrected chance for Assassin's Focus to be 75% (was 70%) Energy Melee > Total Focus (Brutes/Tankers): Added missing Fiery Embrace effects. Epic Snipes (Scrappers/Stalkers): Fixed a recent bug that caused quick snipes to do less damage than intended. They shall now have their damage scaled back to 1.75 scale (up to 2.3 scale with capped To-Hit benefit). Experimentation > Jaunt: Fixed a bug that was causing Jaunt to not appear in a player's power menu, making it difficult to add to power trays. Ice Melee > Freezing Touch (Stalker): Fixed chance of granting Assassin's Focus to be 100% (was 50%). Kinetic Melee > Taunt (Brute): No longer stacks its taunt effect Plant Manipulation > Entangle (Blasters): Immob magnitude was too high, reduced to mag 3. Poison > Weaken (All ATs): Fixed the splash To-Hit Debuff to accept strength buffs. Psionic Mastery > Link Minds (Dominator): Fixed Psionic Resistance to be scale 2.0 (17%). Previously it was set to 0.2 scale (1.7%) erroneously. Savage Melee > Hemorrhage: Fixed Fiery Embrace effect's total damage scale from 0.342 to 1.170 (has burst + DoT damage). Savage Melee > Savage Strike Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Savage Melee > Shred Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Savage Melee > Rending Flurry Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Savage Melee > Maiming Slash (Scrapper only) Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Shield > Shield Charge (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 1.445 (large radius) and 0.595 (small radius) damage scale. It's now set to 1.615 and 0.665, respectively. Sorcery > Enflame (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 0.80 damage scale. It has now been increased to 0.95 damage scale. Stone Armor > Rooted: Fixed Icon (previously version had a ring around its border). Super Reflexes > Evastion (Brute): Corrected the PvP-only elusivity duration to be 2.25s (up from 0.75s). Super Reflexes > Evasion (Tanker): Now accepts Taunt IO sets. Trick Arrow > EMP Arrow (Non-Defenders): Fixed a bug that caused its Hold effect to not fire. Inspiration > Immortal Recovery Super Inspiration: Fixed endurance amount. Reduced from 50 to 25, which matches its description. Temporary Powers > Buoyant Membrane: Fixed its fly speed to no longer be intermittent. Previously it was set to 0.75s duration on a 3s pulse. This has been increased to 10s fly speed duration Coral Amulet (reward from the Renault SF) now summons the correct entity. It was using the actual villain critter, limited to levels 24-31, instead of the pet critter which covers the whole 1-54 range. Some temporary powers were missing flags that disabled them correctly in content where temporary powers are disallowed: Defense Amplifier Survival Amplifier Offense Amplifier Winter Ward Frost Bite Added -Fly to the tool tips of the following powers. They always had a -Fly component, it just wasn't listed in the tooltip: Crey CBX-9 Pistol Stolen Immobilizer Ray Chilblain
  5. Disclaimer: Issue 27, Page 3 is the final beta release on Brainstorm that will be supported using Tequila. Going forward, all beta releases on Brainstorm will require the Homecoming Launcher to access. Note that this does not affect access to the live Homecoming servers. The live servers will continue to support Tequila for the foreseeable future. Beta Patch Notes: Issue 27, Page 3 (Build 2) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. What's New in Issue 27, Page 3? Dr. Aeon Strike Force Difficulty/Challenge Options Powersets: Seismic Blast and Earth Manipulation Proliferation: Scrappers and Stalkers are rockin' it Revamps: Stone Armor, Electrical Blast, and Dual Blades IO Sets: Slow Movement and Travel D-Sync Origin Enhancements Emotes Base Items Costume Parts ...and much more! Marquee Features: Dr. Aeon Strike Force [Focused Feedback: Dr. Aeon Strike Force] New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon, has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning see the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. Also available through the LFG tab. Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it! Bug Fixes and Changes: The extra reward window pop-up should now show up for Advanced Difficulty completions on Vicious or higher. Rebuilt the reward tables so that defeating AVs in higher difficulties would not sometimes reward double merits. The Golden Throwing Wrench temp power now has extremely minor KB and a 10% chance to confuse a Gold Bricker that is hit. Golden Brickernauts: Golden Brickernauts are now immune to all damage types except psionic during their countdown making them less likely to die from DoT's stacked on them before the countdown started. Golden Brickernaut's Self-Destruct is now auto-hit if you are within the range of the telegraphed warning when their countdown hits zero. Fixed Golden Brickernaut's Self-Destruct sequencer so if they are killed during the countdown they do not explode visually and play their death animation properly. The Golden Throwing Wrench temp power now has a 100% chance to confuse a Golden Brickernaut (if it hits). Mission 4: Added 'Clear Effects' behavior to Princess Zoe during Mission 4; She should now be free to fly away during the movement phases. Mission 5: The ambushes that occur during Golden Roller's encounter are now spawns that are waiting for the team when they return rather than ambushes as they were causing extreme lag on Mission 5 while players were within the Ripple areas. Devouring Earth Ripple: The bioeletric pustules that need to be clicked for the fast escape now have a more subtle electric effect The pustules now remain at 1HP after being drained, making it easier to tell which ones have been drained. Vanguard Ripple: Timer extended to 35 minutes. Added new music tracks to Portal Court and the Vanguard Compound. Added Apex as a Hero AV to replace Richard Flagg in Ripple 3. He uses Martial Arts at over 50%, and Broadsword under 50% with Super Reflex defenses. Apex received a minor adjustment to make his character model accurate to his comic book colors. Hero 1 and the Vanguard leaders are no longer leashed to the room. The fight now uses phasing to keep it confined to the room, without risk of resetting. Incandescent's Lambent Flame is now auto-hit if you are within the telegraphed area when she explodes. Incandescent's Lambent Flame now chains properly from its warning and the period where the hit is rolled is more apparent. Incandescent's Lambent Flame's range down to 15 from 25 to make it more accurate to where the hit zone is based on the telegraph. Mission 7: Added new music tracks to Zeon City and the D-Rifter Chamber Added way point to enter the D-Rifter Lab after defeating Princess Zoe and Mr. Rodney. Moved the spawn location into Princess Zoe and Mr. Rodney's area farther back on the obelisk to hopefully prevent accidental aggro-ing of the AVs below. Battle Becky should no longer be able to be hit by the Golden Brickernaut's Self-Destruct. King Midas' Fight: Midas will now destroy the last cauldron he was standing in after the transitional phase. First Ripple drops when Midas touches a cauldron, then every 15 seconds. Ripples target the farthest player from Midas in the cauldron room. Ripples won't target the same player twice in a row unless they're the only target. When Rippled to the reverse room, the Ripple timer will be reset to 15 seconds. While in the reverse room it will pick players randomly. The badge will only award if at least one Ripple was summoned. King Midas now credits properly and will give the standard defeats rewards and bonus merits if on a qualifying advanced difficulty option. Advanced Difficulty Options [Focused Feedback: Advanced Difficulty Options and Challenge Mode] With the release of the Dr. Aeon Strike Force, we’ve completely rewritten the challenge settings code and greatly expanded what we can do with future content in terms of accommodating difficulty options and delivering curated challenges to players seeking that type of gameplay experience. These optional difficulty settings are accessed from the Challenge Settings menu for content that has been added to the feature (as of Page 3 this will only include the Dr. Aeon Strike Force). These options require being level 50 to select and change the content in various ways. These new difficulty modes were hand-crafted and balanced, and are not based on the previous Challenge Settings that exist currently. Facing content with these Advanced Difficulty Settings enabled will grant the team more rewards for overcoming challenges, additionally, some badges may only be available by going above the normal difficulty setting. The design goal of these options was to ensure all roles on a team (tank, damage, control, and support) could contribute in a rewarding way, and give Incarnate level characters using Invention-Origin enhancements something to test their fully-built characters against. For the new Advanced Difficulty Settings, the difficulty levels are named after the old reputation difficulties and each changes the content in various ways. The specifics below are the current settings for the Dr. Aeon Strike Force: Villainous: Normal difficulty, this is what the option is set to by default, and doesn’t change the content at all. Malicious: Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. Arch-villains have Praetorian base to-hit (63.75%). Certain powerful Arch-villains have double base health (with normalized regeneration numbers). No other additional stats, defeat rewards, or restrictions. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Vicious: The minimum mission difficulty is locked at +2 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. Players will be unable to use non-revive large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Ruthless: The minimum mission difficulty is locked at +3 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Relentless: The mission difficulty is locked at +4 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Challenge Modes [Focused Feedback: Advanced Difficulty Options and Challenge Mode] The old TF and Flashback challenges have been rewritten using the above code. This has resulted in several changes to the way certain badges are obtained: The various Flashback badges for completing challenges at various levels now do it based on the story arc maximum level, instead of the hidden Stature Level which made it difficult to know which story arcs counted for what. Only story arcs that reward 5 merits or more will count towards the challenge badges. Options for 'No Incarnate Powers' and 'Only Alpha Slot' were added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component. Added an Empyrean Merit as a reward for completing the Master of Task Force challenges. Added an Astral Merit as a reward for completing the Master of Trial challenges. Failing any missions in a Task Force or Trial will now cause the Master Of challenge to fail. Powers: New Powersets Seismic Blast [Focused Feedback: Seismic Blast] New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will cooldown in half the time. Stalagmite will deal a large amount of damage. Seismic Shockwaves: Fix: Removed protection text references from Seismic Shockwaves. Is now customizable. No longer wakes up sleeping enemies. Knockdown changed to vector based so its always knockdown. Should make the screen shake a lot less. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff and Defense Debuff sets. Added ability to slot Defense Debuff enhancements. (Defender/Corruptor) Recharge and damage slightly increased. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff and Defense Debuff sets. Added ability to slot Defense Debuff enhancements. (Defender/Corruptor) Recharge and damage slightly increased. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees. Rock Shards grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff sets. Enhanced version range lowered to 60ft. Enhanced damage is no longer a DoT, it is now entirely up-front. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff sets. (Blaster Only) Recharge and damage slightly lowered. Fix: Removed bug that would show a flaming arrow in the power customization screen. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will decrease the cooldown of all Seismic Blast attacks by a moderate amount. This power no longer cuts its own recharge in half when affected by Seismic Shockwaves. Instead it will reduce the cooldown of all other Seismic Blast attacks that are currently recharging (typically 25% reduction). Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff and Defense Debuff sets. Added ability to slot Defense Debuff enhancements. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants one stack of Seismic Pressure. Fix: Removed the ability to slot Defense Debuff enhancements. Tombstone icon changed (Blaster Only) fixed bug where the temporary range buff was being granted by the Quick Snipe instead of the Normal Snipe. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Bonus Damage is only 2/3rds enhanceable. Stalagmite grants one stack of Seismic Pressure. Recharge lowered to 8s unempowered, 16s empowered. Empowered Damage is now fully enhanceable but lowered to scale 2.92 Range increased to 80ft Added IgnoreCombatMods flag to the RechargePower effect in Enhanced Stalagmites. Hitting foes of different levels set the recharge to unintended values. (Defender/Corruptor) Fixed a bug where the RechargePower was set to the Blaster version. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Fix: Increased accuracy to 1.4x to match other nukes. Earth Manipulation [Focused Feedback: Earth Manipulation] New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Fix: Immobilize reduced to mag 3 Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Fix: Added ability to slot Blaster ATO sets. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Fix: Removed ability to slot Blaster ATO sets. Fix: No longer grants Defiance. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fix: Beryl Crystals should now apply its +Acc strength correctly Added IgnoreResistance flag to the +Acc effect Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright. Proliferation Scrappers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Fix: Removed ability to slot Threat sets and enhancements. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fix: Removed ability to slot Threat sets and enhancements. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Fix: Removed ability to slot Threat sets and enhancements. Fix: Erroneously low crit damage values have been adjusted to their proper values. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Fix: Removed ability to slot Threat sets and enhancements. Fix: Corrected enhancements allowed for the executed Fault and Fault_Cone powers. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Fix: Removed ability to slot Threat sets and enhancements. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Fix: Removed ability to slot Threat sets and enhancements. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Fix: Removed ability to slot Threat sets and enhancements. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Scrappers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Scrapper Defensive Power Sets that offers defense to Psionics. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Mud Pots Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Scrappers. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Stalkers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Stalkers. Unlike the Brute/Tanker/Scrapper versions, this powerset does not have Heavy Mallet nor Seismic Smash. Instead it has Assassin's Smash and Seismic Mallet. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Assassin's Smash Melee, Extreme DMG(Smashing) A signature Stalker attack. This attack does superior smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Smash when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Placate Ranged, Foe Placate, Self Stealth/Hide Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassins Blow. However, if you attack a Placated Foe, he will be able to attack you back. Seismic Mallet Melee, Superior DMG(Smashing), Knockback, Hold A more impressive form of Stone Mallet, the Seismic Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents, in addition to a chance for hold. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Stalkers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Stalker Defensive Power Sets that offers defense to Psionics. Hide Toggle: Self Stealth, +DEF(All but Psionics) Hide makes you almost impossible to detect. When properly 'Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Stalkers. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Revamps Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] Power Customization Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive. Rock Armor Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Stone Skin The following stats were moved to Stone Skin from Granite: Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively. Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively. This power should now accept Defense enhancements and sets. Earth's Embrace Recharge lowered from 360 seconds to 120 seconds Cast time reduced from 2.1 seconds to 1.0 seconds Duration reduced from 120 seconds to 60 seconds The Max HP buff can no longer be stacked with itself Heal scale reduced from scale 4 to scale 1.35 Mud Pots Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second Crystal Armor This power now grants a 20% recovery buff while it's active Power can now be enhanced for end modification sets and enhancements Cast time reduced from 2.01s to 1.0s Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Minerals This power now grants a 15% recharge buff while it's active Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Brimstone Armor This power now grants the caster a fire damage proc This proc is based on attacks cast time, instead of their recharge This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. (Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury) (Scrappers Only) This proc has a chance to critical hit Increased Fire/Cold resistance from scale 2.5 to scale 3.0 Added scale 2.0 Toxic resistance Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Granite Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences. The following stats were moved to Stone Skin from Granite: Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively. Defense lowered by 5%/3.75 for Tankers and Brutes respectively. Electrical Blast [Focused Feedback: Electrical Blast Revamp] New set mechanic: SHOCKED! Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained. Notes: Returned endurance is non-enhanceable. Single Target Attacks return 1/2 of the base cost, AoEs return 1/4. AoEs will only restore endurance once, not per target. Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock. Voltaic Sentinel will not return endurance. Shocking is separate from Scourge/Other such bonus procs and will not double-dip. This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain. AT Specific Endurance Drain Scales Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale. In addition, the following powers had their base End Drain values changed for each AT: Tesla Cage - 7% -> 20% (22% / 25%) Slow Zapp - 15% -> 30% (33% / 37.5%) These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's. Power Changes Ball Lightning DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks Short Circuit DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks Animation lowered from 3.0s to 2.5s. Now hits sooner. Charge Up (Aim) Aim has been renamed Charge Up Lowered ToHit /Dam from scale 5 to scale 4 Added a scale 2.5 End Mod Str Boost that boosts your endurance drain (Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%) Tesla Cage Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with other single-target electrical blast powers. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to shock others nearby! Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power. This Static is shared with Electrical Affinity In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage. Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target. For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits. Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held. Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target. The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion. While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels) The power will gain a Blue ring indicating you have reached your Chain Cap Only the Main Target of Tesla Cage can trigger Procs. Voltaic Sentinel This power is now a toggle (0.52 end/s) Recharge reduced to 10s This toggle is still susceptible to drop if mezzed Changes to Voltaic Sentinel's powers: Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time) Bolt recharge reduced from 2.5s to 1.25s Bolt activation normalized to 1s (some randomly were at 1.17s) These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously. End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire. Damage normalized to scale 0.56, below are the base damage values at lvl 50: Blaster: 35.03 Sentinel: 29.58 Corruptor: 23.36 Defender: 20.24 Voltaic Sentinel's bolt can also proc Shocked! Thunderous Blast Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only). This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes. There is no special -Recovery bonus associated with this aside from the base stats / shock. Dual Blades [Focused Feedback: Dual Blades - Quality of Life Improvements] Quality of Life Improvements Combo-Builders no longer require a successful hit to build up the combo The CancelMods effect replaces the UnsetMode effect to improve the reliability of the combo system. This fixes multiple bugs such as random highlight rings popping up and combos breaking unintentionally. Dual Blades' power descriptions have added their relevant combo sequence information. All combos will now have a 6s window to continue/finish a combo-chain. However, this timer will always start at activation. One exception: Stalker's slow Assassin's Blades which will have an 8s duration to offset its 2s interruptible period. Power Changes Placate's Empowered combo effect no longer stacks. Bug Fixes Typhoon's Edge (Scrapper) - added missing Fiery Embrace effect for Bonus AoE finisher Vengeful Slice (Tanker) - corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this). Ablating Strike (non-Stalker) - power now cancels the Weaken2 and Empower2 combos when used. Ablating Strike (Stalker) - power now cancels the Weaken2 combo when used. Power Slice (Stalker) - power now cancels the Weaken2 combo when used. PVP Changes [Focused Feedback: PvP Changes] General The command /powexec_location now requires line of sight in PVP in order to be used in target mode with teleport powers. This change only applies in PVP zones and arenas, does not affect its usage with non-teleport powers, and does not impact the use of other modes such as forward:20 or up:max. All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 (previously all of these parameters were set to 0.55) Powers Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger Arcane Bolt can proc for double damage Fixed issue where Controller's PvP Containment damage and PvP's Arcane Power damage were flipped. Arcane Power damage shall do 100% of base damage and Containment damage shall do 50% of base damage. Super Reflexes: Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs). The duration of these effects have been set to 0.75s to compensate. NOTE: This affects PvE as well. Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 25%. Added Toxic Resistance to all scaling resistance powers Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Defibrillate: Reduced the Endurance Drain from Scale -30 to Scale -20 in PvP. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This will allow players to buff themselves inside the Faraday Cage, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, which will still use a 5s activation period. NOTE: This affects PvE as well. Trick Arrow > EMP Arrow: EMP Field: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP Field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel EMP Field: Decreased the activation period from 0.5 second to 0.2 second. The faster rate should allow for the EMP Field buffs to apply more quickly/reliably when moving through the EMP Field bubble. NOTE: This affects PvE as well. Devices > Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE. Gravity Control > Dimension Shift: Reduced duration from 20s to 3s in PvP only. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE. Other Power Changes Sleep [Focused Feedback: Sleep and Placate] The Sleep effect has numerous changes: Player sleep powers are now Auto Hit. This only impacts powers that have a 100% chance for sleep and are not Sleep over Time. Sleep Powers will still require a Hit Check to affect Raid Targets (AVs/GMs/Etc). Sleep effects in Frozen Aura, Flash Freeze, Sleep Grenade and Sentinel Chilling Ray have been set to replace, not stack. These were never able to stack before due to damage components. All Auto-Hit sleep powers should note the auto-hit effect only applies against normal enemies and not AVs, PvP, nor secondary effects. This change impacts all player versions of the following powers (unless noted otherwise) : Blind (AoE segment, main target still needs a hit check before this can trigger) Blinding Powder Chilling Ray (Sentinel only power) Flash Freeze Frozen Aura Mass Hypnosis Mesmerize Salt Crystals Siren Song Sleep Grenade Spore Burst Placate [Focused Feedback: Sleep and Placate] The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamwork Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] Added No Weapon theme for Stone Melee Mallet attacks. Stone Mallet: This power now has a No Weapon power theme. Heavy Mallet: This power now has a No Weapon power theme. Fault This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the Tremor area of effect. This effect has 1.0x accuracy. Note that although this damage is dealt in a cone, the power is still a Targeted AoE that can knockdown/disorient up to 10 targets (16 for tankers). This effect has 0.8x accuracy (no change from past performance). Fix: Corrected enhancements allowed for the executed Fault and Fault_Cone powers. Tremor Cast time lowered from 3.3s to 2.53s Brute Damage increased from scale 1 to scale 1.04 Tanker damage lowered from scale 1.1818 to scale 1.04 (the damage of this version of the power was erroneously set too high during the Tanker changes a few pages back) Earth Control [Focused Feedback: Various Power Changes] All versions of the following Earth Control powers will reflect these changes, including critter and epic pool versions: Stone Prison Cast time reduced from 1.93s to 1.23s Note this will also affect PvP damage Stalagmites Cast time reduced from 2.1s to 1s Note this will also affect PvP damage Sonic Manipulation [Focused Feedback: Various Power Changes] Strident Echo This power should now be able to hold lieutenants Deafening Wave This power can now hold most bosses and lieutenants for either its duration or until attacked again. Earsplitter This power can now hold most bosses for either its duration or until attacked again. Electrical Affinity [Focused Feedback: Various Power Changes] Slimmed down hit effects on Electrical Affinity powers than can affect a large number of targets to improve performance on machines that struggle with a lot of particle effects. Gravity Control [Focused Feedback: Various Power Changes] The power FX system has been enhanced to be able to synchronize certain RNG-dependent effects. The most visible effect of this is that Gravity Control's Propel will summon the same object on everyone's screen. Robotics [Focused Feedback: Various Power Changes] Protector Bots > Force Field Protector Bots will only target their owners. Only one of them will ever buff, and buffing the owner will result in the owner, and all its henchmen, being protected by the Force Shield. Scale increased from 0.75 to 1.3, this is slightly weaker than having the two Protector Bots slowly buff everyone, but at the same time, now both Protector Bots get to benefit from the same buff as everyone else, and don't waste time refreshing buffs on every target they see. Savage Melee Bug Sweep [Focused Feedback: Various Power Changes] Numerous bugs were recently discovered. The main summary of these bug fixes is this: If a power had an extra DoT, it was removed If a power was doing the wrong damage, it was fixed (per the design formula). This includes PvE, PvP, modifier tables, Fiery Embrace, and Critical Hits. Power Fixes Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) P2W Amplifiers Can now be deleted. The countdown timer now uses "UsageTime" instead of "LifeTimeInGame". This will prevent the time from running down if the power is disabled (e.g. challenge modes). Price no longer scales with level. The price is now set to 2.5M influence/hour. Empowerment Buffs The countdown timer now uses "UsageTime" instead of "LifeTimeInGame". This will prevent the time from running down if the power is disabled (e.g. challenge modes). Corrected the duration from 89m53s to 90m. Halloween Costumes Fixed player costume details from appearing over Gunslinger Halloween Costume (there may be more, and for other costumes, please report those as you find them). Portable Workbench [Focused Feedback: Various Power Changes] This is now a mobile NPC that will follow the player around. No longer uses world collision. Can't be used to trap NPCs. No longer has a funky hitbox / hand icon to open the crafting interface. Is a pushable pet, so players don't collide with it and just shove it out of the way. Doesn't explode and leave debris when dismissed. Enhancements: New IO Sets [Focused Feedback: Enhancements] Ice Mistral's Torment A rare 6-piece Slow Movement IO set that emphasizes the enhancement of damage attacks. This set has a level range of 20-50 and includes a damage proc (cold, 3.5 ppm). Its level 50 pre-E.D. enhancement values are: 39.75% accuracy, 92.75% damage, 66.25% endurance reduction, 45.05% recharge reduction, and 53% slow movement. Enhancements: Endurance Reduction / Slow Damage / Recharge Damage / Slow Accuracy / Damage / Endurance Reduction Accuracy / Damage / Endurance Reduction / Recharge 3.5 PPM Cold Damage Proc Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Moderate) 7% Accuracy 4-piece: (Large) 10% Slow Resistance 5-piece: (Large) 6.25% Recharge Time 6-piece: (Huge) 3.75% Defense (Area) and 1.875% Defense (Fire/Cold) Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Special Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Tiny) 1.25% Defense (Ranged) and 0.625% Defense (Energy/Negative) 4-piece: (Huge) 4.5% Damage Resistance (Energy/Negative) and 7.5% Mez Resistance (All) Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Special Set bonuses: 2-piece: (Small) 6% Regeneration 3-piece: (Tiny) 1.25% Defense (Melee) and 0.625% Defense (Smash/Lethal) 4-piece: (Huge) 4.5% Damage Resistance (Smash/Lethal) and 7.5% Mez Resistance (All) Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character extra running speed when using the run power it's slotted in. This extra run speed is 5 mph, can be increased with enhancements and outside strength buffs, does not suppress in combat, and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Special Set bonuses: 2-piece: (Small) 1.5% Recovery 3-piece: (Tiny) 1.25% Defense (Area) and 0.625% Defense (Fire/Cold) 4-piece: (Huge) 4.5% Damage Resistance (Fire/Cold) and 7.5% Mez Resistance (All) Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Special Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Small) 1.75% Endurance Discount 4-piece: (Huge) 7.5% Range D-Sync Origin Enhancements [Focused Feedback: Enhancements] Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. These enhancements are parallel to Hamidon/Titan/Hydra Origin in strength and can be combined with those types to increase their level up to a maximum of 53. However, the DSO enhancements have several new combinations of boosts (In addition to previously existing combos). These new combos have a higher drop weight than the older and you will have a higher (but not guaranteed) chance to receive one when selecting this reward option. The new combinations are as follows: Endurance Modification/Accuracy Endurance Modification/Recharge Accuracy/Range Damage/Endurance Damage/Recharge Heal/Accuracy Heal/Recharge Slow/Recharge/Endurance Threat/Accuracy/Recharge Threat Duration [Focused Feedback: Threat Duration Enhancements] Threat Duration Enhancements (formerly Taunt Enhancements) Taunt enhancement categories are being renamed "Threat Duration Enhancements". These enhancements now will all boost Taunt and Placate duration. This has no impact on multi-enhancement set strength. The following powers now accept Threat Duration Enhancements and sets: Bane Spider Soldier> Placate Blaster > Ninja Training > Smoke Flash Mastermind > Ninjas > Call Jounin Sentinel Epic > Ninja Tool Mastery > Kemuridama Pool > Concealment > Misdirection Pool > Presence > Pacify Stalker > Ninjitsu > Smoke Flash Stalker > Broad Sword > Placate Stalker > Claws > Placate Stalker > Dark Melee > Placate Stalker > Dual Blades > Placate Stalker > Electrical Melee > Placate Stalker > Energy Melee > Placate Stalker > Fiery Melee > Placate Stalker > Ice Melee > Placate Stalker > Kinetic Melee > Placate Stalker > Martial Arts > Placate Stalker > Ninja Blade > Placate Stalker > Psionic Melee > Placate Stalker > Radiation Melee > Placate Stalker > Savage Melee > Placate Stalker > Spines > Placate Stalker > Staff Fighting > Placate Stalker > Street Justice > Placate Widow Teamwork > Placate Visuals and Items: Badges [Focused Feedback: Badges] New Badges Master of the Prisoners of Eden: Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Descent to the Hydra: Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Market Crash: Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Fabled - Defeat 100 Cyclopes Mythical - Defeat 100 Minotaurs Legatus - Defeat 100 Incarnate Cimeroran Traitors Call of the Void - Defeat 100 Void Hunters The Beast Within - Defeat 50 transformed 5th Column lycanthrope soldiers Rearguard - Defeat 200 Vanguard Sword, Vanguard Shield, or Renegade Vanguard Who Smelt It, Dealt It - Defeat 100 Gold Bricker Smelters Cool Customer - Defeat 50 Crey Cryogenicists Totally Radical - Defeat 200 Crey Gamma Tanks Sanctuary - Cimerora Exploration Voice of the Oracle - Cimerora Exploration Out of Bounds - Cimerora Exploration Human Nature - Cimerora Exploration Vision of Ambition - Cimerora Exploration Darkness Unleashed - Cimerora Exploration History in the Making - Cimerora Exploration Accolade Epidemiologist - Defeat all the prominent Vahzilok leaders. Worthy Opponent - Complete "The Future of Freedom" Flashback with the "Old School Challenge" selected. Alpha Not Omega - Complete a story arc in Ouroboros with the 'Only Alpha Slot' power restriction. Deincarnated - Complete a story arc in Ouroboros with the 'No Incarnate Powers' power restriction. Gold Standard - Complete the Dr. Aeon Strike Force Unfriendly Fire - Use a confused elite boss' self-destruct to defeat the final objective boss in Mission 4 while they are under 10% health on Malicious difficulty or higher in Dr. Aeon's Strike Force. Ripple Raider - Successfully conquer all twelve powerful foes within Mission 5's three extra areas in a single attempt, with no deaths on the team in Dr. Aeon's Strike Force Power Overwhelming - Defeat the final objective boss of Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher in Dr. Aeon's Strike Force Can't Touch This - Defeat the final objective boss in Mission 7 without any members of the team being hit by their targeted attack during the length of the fight on Malicious difficulty or higher in Dr. Aeon's Strike Force Master of Dr. Aeon's Strike Force - Obtain the Unfriendly Fire, Ripple Raider, Power Overwhelming, and Can't Touch This badges Best Friends Forever - Take the secretary hostage in Mission 1 and bring her to the final objective after completion, then accept her help and bring her with you to final objective in Mission 7 without her being defeated in Dr. Aeon's Strike Force. Badge Changes Battle-Hardened - This badge has been moved to better fit its description. Efficiency Expert - You can now make progress for this badge by running the required missions as a teammate, not just the task owner. Badge Fixes Mob Specialist - Now properly counts the new Prisoners Bosses added with the Brickstown update. Mob Specialist - This badge is now awarded for 100 Prisoners bosses only, down from 200. Warden - Now properly counts the new Prisoners added with the Brickstown update. Fort Knox - Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). Legacy of Flame - Hint text fixed to correctly state 200 Legacy Chain minions instead of 100. Master of the Keyes Island Reactor: added "the". Master of the Lambda Sector: added "the". Master of the Magisterium: added "the". Master of the Minds of Mayhem: added "the". Master of the TPN Campus: added "the". Emotes [Focused Feedback: Emotes, Costumes and Bases] Added new innertube emote! You can cycle through or select your favorite. This emote requires your character to be in a water volume. /e innertube - cycles through the 6 texture variations /e innertube1 - strawberry donut /e innertube2 - chocolate donut /e innertube3 - neon green sport /e innertube4 - cow /e innertube5 - naval academy /e innertube6 - lifeguard The animation sequencer has been enhanced to be able to synchronize RNG state for certain animations that use randomized props and could appear inconsistent across clients. The following emotes should now have the same prop visible for everyone: alakazamreact eat eatfood food innertube Costumes [Focused Feedback: Emotes, Costumes and Bases] Costume Additions & Changes All > Standard & Full Mask > Detail 2: Added "Arena Headset" Moved "Arena Headset" from "Detail 1" to "Detail 2". It is now compatible with most eye details. Minor geometry adjustment to fit player heads better. All > Head > Detail 1: Added "Gold Bricker" Added "Blindfold 1" and "Blindfold 2" as "Detail 1" options. (Derived from Headband and Wrapped. Tied versions not available with hats/helmets). Male & Huge > Head > Face: Added "Hostile Face 6" All > Upper Body > Chest Detail > Special Symbols Added "Hero Corp Logo" Female & Huge > Upper Body > Jackets > Chest Detail > Under Added all missing symbols from 'Special Symbols' category Female > Head > Hats: Added "Resistance", bringing it in line with males. This was an incomplete asset and was reconstituted. Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" Costume Editor All > Hair > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Female > Sleeves > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Fixed display names on Asymmetric Bodysuit Boots Architect Entertainment Added new conversion option for Incarnate Threads to Architect Tickets available at Ticket Vendors found in AE buildings. The conversion rate is 1:1 and can be done in batches of x10 or x100. In addition, Ticket Vendors now display their window when directly clicked on. Supergroup Bases [Focused Feedback: Emotes, Costumes and Bases] Base Detail UI Changes Added three new tab categories: Office Details, Slums & Wastes and Warehouse Tab order has been updated to keep them in alphabetical order Some items have been drained from their generic tabs and placed in tabs with more closely related items. There are no change logs for which items have been moved where, as this may change again in the future. Renamed 'Toolbox' to 'Warehouse Toolbox' Removed '(new)' from previously released items and applied it to this latest batch. Use the search term '(new)' to see the complete list in the editor. Base Detail Additions Added 472 base details from the object library: World Changes: Tasks [Focused Feedback: Tasks] The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Unique damage from the Crystal Titan attacks is now auto-hit and can only be mitigated via Ambrosia. Non-Unique damage still can be avoided with Defense. Ambrosia Resistance lowered to 65% while in Master of Eden mode. Abandoned Sewer Trial Descent to the Hydra will no longer fail the mission if all players leave the map. Pandora's Box Completing the last mission of SSA2 - Pandora's Box, Part 5 (Heldenjaeger/Inconspicuous Female 39757) will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid. City Zones [Focused Feedback: City Zones] Cimerora The zone now includes Castellum Quarter and Phoebas Point. Many, many geometry issues with the zone have been fixed, and the assets tweaked to appear less blocky and remove flickering. Mission doors in the zone (boats, buildings and Castellum Quarter) should now be clickable while open. Sister Solaris has been moved to Phoebas Point. Sister Solaris' story arc now uses Incarnate versions of Minotaur, Cyclops and Romulus. Added Sister Valeria, currently a placeholder contact with no missions. Abandoned Sewer Network Added various Elite Bosses related to The Graveyard Shift story arc. Each pair below spawns in the same set locations, looking for the Lost Lab before the events of said arc. Pathogen & Malady Salamander & Newt Cortex & Grey Matter Raverobber & Dubstitch Added thematic mobs to accompany the above EBs: Decaying Eidolons with Cortex and Grey Matter Regenerating Cadavers with Newt and Salamander Diseased Abominations with Pathogen and Malady Sneaky Freaks with Raverobber and Dubstitch Replaced the majority of the Freakshow spawns leading to Dr. V's lost lab with Rikti, searching for Gav'ril. First Ward & Night Ward Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Underground Neutropolis The Resistance Hub door will now open for Villains running Praetorian missions on Flashback. Villain Groups [Focused Feedback: Villain Group changes] Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip. World Geometry & Textures World geometry QA pass A number of existing world objects have received a QA pass to bring them up to quality standards for base details. Not every object listed was selected as a base detail, as some fixes were opportunistic. Technical: Dynamic Geometry Fixed a number of bugs and improved the geometry transitions used in Recluse's Victory. Restore transition effects that have been broken since Issue 17. Stipple fading effects now work inside water reflections. Stipple fading effects now work with the cel shader. Much smoother transitions (255 levels instead of 16). Fixed an issue that caused some geometry to fade in or briefly show the wrong state when it first became visible after zoning; everything now starts out in the correct state. Added a new alpha transparency fade mode for dynamic geometry, used in the Dr. Aeon SF. Geometry that is hidden no longer casts shadows. Geometry collision can now be dynamically controlled from scripts. The following obsolete commands have been removed: /shadowvol, /nostencilshadows System The mapserver timing loop has been rewritten to run at a steady 30Hz tick rate. Previously the tick rate would vary from 25-28Hz under normal load due to not accounting for OS-level oversleep or cumulative error from the processing time of previous ticks. This should not result in any player-visible differences but helps assuage our OCD when looking at the server monitor and more quickly identify cases of actual performance issues under load. Bug Fixes: Badges Mob Specialist: Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden: Now properly counts the new Prisoners added with the Brickstown update. Fort Knox: Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). City Zones Cimerora: Many geometry issues with the zone have been fixed, and the assets have been tweaked to appear less blocky and removed flickering. First Ward and Night Ward: Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Costumes Female > Head > Detail 1: Fixed transparency issue and minor tint color bleed on Gunslinger bow Custom Weapon > Knives of Artemis: Fixed incorrect texture on “Knives of Artemis” custom weapon and fixed minor visual issue on its blade tip All > Hair > None: Should no longer result as invalid when entering a tailor, a session, or loading costume files with that option. Female > Sleeves > None: Should no longer result as invalid when entering a tailor, a session or loading costume files with that option. Invention Sets Fixed a bug that was shared by all new IO sets created in i25+. These sets were granting set bonuses all the way down to level 1 instead of their minimum allowed exemplar level. This fix applies to the following sets: Artillery Bombardment Power Transfer Preemptive Optimization Synapse's Shock Miscellaneous Add fixes and mitigations for several client crash bugs that have been reported. Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. Fix an issue where completing part of a multi-part mission while on a mission map would cause a door to not be assigned, making it impossible to proceed without abandoning the mission. This most commonly happened when completing a hunt mission that chains into a door mission while inside a different door mission. Fix a UI bug that could cause the client to get into an inconsistent state when interacting with elements while the tutorial selection window is displayed. Teleporting while being pushed/pulled by Repel effects no longer causes rubber-banding or sliding through geometry. This is a very old movement prediction bug that could also affect Knockback under rare conditions but wasn't noticed until we started using Repel more to take advantage of the new vectored capabilities. Fixed numerous Loading Screen tips that were no longer accurate. Numerous geometry fixes were made. See sections on World Geometry & Textures and Dynamic Geometry. Missions The Graveyard Shift: Fixed an issue that could result in players skipping the Rusty Rivet mission entirely. Zoombies will no longer persist after exploding. [Tip] Make a Deal with Stardusk: Fixed Stardusk being accidentally killable before rescue. Fixed issue with Twinshot, Dr. Graves, and many other arcs with NPC "pets" that spawn as an ambush with the escort script attached and a dialog tree. Music Broken/missing music tracks have been fixed in the following neighborhoods Paragon City Fool's Gold District, Steel Canyon Aerie Plaza, Skyway City Vista Plaza, Skyway City The Gruff, Skyway City Blackstone Hills, Founder's Fall Four Seasons, The Hollows Downside, Echo: Atlas Park St. Elegius, Echo: Dark Astoria Rogue Isles Fortune's Wheel, St. Martial The WEB, Warburg Praetoria Imperial City, Aureas Imperial City, Behavioral Adjustment Facility Shadow Shard Point Tango, Firebase Zulu Tempest Point, Firebase Zulu Bastion of Regret, The Chantry Bastion of Sorrow, The Chantry NPCs Fixed a bug in the AI of Critters that have foe-targeted summons. This fixes Devoured bosses not summoning swarms, etc. Crey: Eliminator, Crisis Unit and Juggernaut enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Shivans: Fixed erroneous name of Shivan lieutenants from “Shivan Smashers” to “Shivan Smasher” Force Field: Fixed missing force field sphere FX from many critter powers Powers Brute Inherent > Fury Proc Aura now accepts Taunt strength buffs. Tanker Inherent > Gauntlet Proc Aura and Gauntlet AoE now accept Taunt strength buffs. Arctic Mastery > Chilblain (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Arctic Mastery > Block of Ice (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Combat Training: Offensive (Arachnos Soldiers and Widows): Removed the IgnoreStrength flag from the +Accuracy effect to allow slotted Accuracy to enhance it. The power is now set to Ignore Strength from external sources which will allow slotted enhancements to buff the accuracy effect, but not outside powers. Darkness Control > Haunt (Dominator): Now accepts To-Hit Debuff and Accurate To-Hit Debuff IO sets (same as Controller) Dual Blades > Ablating Strike (Stalker): Power now cancels Weaken 2 combo when used. Dual Blades > Ablating Strike (non-Stalker): Power now cancels Weaken 2 combo and Empower 2 combo when used. Dual Blades > Power Slice (Stalker): Power now cancels the Weaken 2 combo when used. Dual Blades > Typhoon's Edge (Scrapper): Added missing Fiery Embrace effect for Bonus AoE finisher Dual Blades > Vengeful Slice (Tanker): Corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this) Energy Melee > Energy Punch (Stalkers): Corrected chance for Assassin's Focus to be 75% (was 70%) Energy Melee > Total Focus (Brutes/Tankers): Added missing Fiery Embrace effects. Epic Snipes (Scrappers/Stalkers): Fixed a recent bug that caused quick snipes to do less damage than intended. They shall now have their damage scaled back to 1.75 scale (up to 2.3 scale with capped To-Hit benefit). Experimentation > Jaunt: Fixed a bug that was causing Jaunt to not appear in a player's power menu, making it difficult to add to power trays. Ice Melee > Freezing Touch (Stalker): Fixed chance of granting Assassin's Focus to be 100% (was 50%). Kinetic Melee > Taunt (Brute): No longer stacks its taunt effect Plant Manipulation > Entangle (Blasters): Immob magnitude was too high, reduced to mag 3. Poison > Weaken (All ATs): Fixed the splash To-Hit Debuff to accept strength buffs. Psionic Mastery > Link Minds (Dominator): Fixed Psionic Resistance to be scale 2.0 (17%). Previously it was set to 0.2 scale (1.7%) erroneously. Savage Melee > Hemorrhage: Fixed Fiery Embrace effect's total damage scale from 0.342 to 1.170 (has burst + DoT damage). Savage Melee > Savage Strike Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Savage Melee > Shred Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Savage Melee > Rending Flurry Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Savage Melee > Maiming Slash (Scrapper only) Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Shield > Shield Charge (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 1.445 (large radius) and 0.595 (small radius) damage scale. It's now set to 1.615 and 0.665, respectively. Sorcery > Enflame (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 0.80 damage scale. It has now been increased to 0.95 damage scale. Stone Armor > Rooted: Fixed Icon (previously version had a ring around its border). Super Reflexes > Evastion (Brute): Corrected the PvP-only elusivity duration to be 2.25s (up from 0.75s). Super Reflexes > Evasion (Tanker): Now accepts Taunt IO sets. Trick Arrow > EMP Arrow (Non-Defenders): Fixed a bug that caused its Hold effect to not fire. Inspiration > Immortal Recovery Super Inspiration: Fixed endurance amount. Reduced from 50 to 25, which matches its description. Temporary Powers > Buoyant Membrane: Fixed its fly speed to no longer be intermittent. Previously it was set to 0.75s duration on a 3s pulse. This has been increased to 10s fly speed duration Some temporary powers were missing flags that disabled them correctly in content where temporary powers are disallowed: Defense Amplifier Survival Amplifier Offense Amplifier Winter Ward Frost Bite Added -Fly to the tool tips of the following powers. They always had a -Fly component, it just wasn't listed in the tooltip: Crey CBX-9 Pistol Stolen Immobilizer Ray Chilblain
  6. Use this thread for General Feedback that doesn't fit in any of the Focused Feedback threads:
  7. What's New in Issue 27, Page 3? Dr. Aeon Strike Force Difficulty/Challenge Options Powersets: Seismic Blast and Earth Manipulation Proliferation: Scrappers are rockin' it Revamps: Stone Armor, Electrical Blast, and Dual Blades IO Sets: Slow Movement and Travel D-Sync Origin Enhancements Emotes Base Items Costume Parts ...and much more!
  8. Disclaimer: Issue 27, Page 3 is the final beta release on Brainstorm that will be supported using Tequila. Going forward, all beta releases on Brainstorm will require the Homecoming Launcher to access. Note that this does not affect access to the live Homecoming servers. The live servers will continue to support Tequila for the foreseeable future. Beta Patch Notes: Issue 27, Page 3 (Build 1) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. What's New in Issue 27, Page 3? Dr. Aeon Strike Force Difficulty/Challenge Options Powersets: Seismic Blast and Earth Manipulation Proliferation: Scrappers are rockin' it Revamps: Stone Armor, Electrical Blast, and Dual Blades IO Sets: Slow Movement and Travel D-Sync Origin Enhancements Emotes Base Items Costume Parts ...and much more! Marquee Features: Dr. Aeon Strike Force [Focused Feedback: Dr. Aeon Strike Force] New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon, has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning see the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. Also available through the LFG tab. Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it! Advanced Difficulty Options [Focused Feedback: Advanced Difficulty Options and Challenge Mode] With the release of the Dr. Aeon Strike Force, we’ve completely rewritten the challenge settings code and greatly expanded what we can do with future content in terms of accommodating difficulty options and delivering curated challenges to players seeking that type of gameplay experience. These optional difficulty settings are accessed from the Challenge Settings menu for content that has been added to the feature (as of Page 3 this will only include the Dr. Aeon Strike Force). These options require being level 50 to select and change the content in various ways. These new difficulty modes were hand-crafted and balanced, and are not based on the previous Challenge Settings that exist currently. Facing content with these Advanced Difficulty Settings enabled will grant the team more rewards for overcoming challenges, additionally, some badges may only be available by going above the normal difficulty setting. The design goal of these options was to ensure all roles on a team (tank, damage, control, and support) could contribute in a rewarding way, and give Incarnate level characters using Invention-Origin enhancements something to test their fully-built characters against. For the new Advanced Difficulty Settings, the difficulty levels are named after the old reputation difficulties and each changes the content in various ways. The specifics below are the current settings for the Dr. Aeon Strike Force: Villainous: Normal difficulty, this is what the option is set to by default, and doesn’t change the content at all. Malicious: Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. Arch-villains have Praetorian base to-hit (63.75%). Certain powerful Arch-villains have double base health (with normalized regeneration numbers). No other additional stats, defeat rewards, or restrictions. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Vicious: The minimum mission difficulty is locked at +2 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. Players will be unable to use non-revive large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Ruthless: The minimum mission difficulty is locked at +3 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Relentless: The mission difficulty is locked at +4 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Challenge Modes [Focused Feedback: Advanced Difficulty Options and Challenge Mode] The old TF and Flashback challenges have been rewritten using the above code. This has resulted in several changes to the way certain badges are obtained: The various Flashback badges for completing challenges at various levels now do it based on the story arc maximum level, instead of the hidden Stature Level which made it difficult to know which story arcs counted for what. Only story arcs that reward 5 merits or more will count towards the challenge badges. Options for 'No Incarnate Powers' and 'Only Alpha Slot' were added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component. Powers: New Powersets Seismic Blast [Focused Feedback: Seismic Blast] New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will cooldown in half the time. Stalagmite will deal a large amount of damage. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants one stack of Seismic Pressure. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants one stack of Seismic Pressure. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 80ft and arc to 50 degrees. Rock Shards grants one stack of Seismic Pressure. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants one stack of Seismic Pressure. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will halt the shockwaves and Seismic Force will recharge in half the time. Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants one stack of Seismic Pressure. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants one stack of Seismic Pressure. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Bonus Damage is only 2/3rds enhanceable. Stalagmite grants one stack of Seismic Pressure. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Earth Manipulation [Focused Feedback: Earth Manipulation] New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright. Proliferation (Scrappers) Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Scrappers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Scrapper Defensive Power Sets that offers defense to Psionics. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Mud Pots Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, your Perception to see hidden foes, and making you resistant to Confusion. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Scrappers. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Revamps Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] Power Customization Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive. Rock Armor Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Stone Skin The following stats were moved to Stone Skin from Granite: Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively. Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively. This power should now accept Defense enhancements and sets. Earth's Embrace Recharge lowered from 360 seconds to 120 seconds Cast time reduced from 2.1 seconds to 1.0 seconds Duration reduced from 120 seconds to 60 seconds The Max HP buff can no longer be stacked with itself Heal scale reduced from scale 4 to scale 1.35 Mud Pots Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second Crystal Armor This power now grants a 20% recovery buff while it's active Power can now be enhanced for end modification sets and enhancements Cast time reduced from 2.01s to 1.0s Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Minerals This power now grants a 15% recharge buff while it's active Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Brimstone Armor This power now grants the caster a fire damage proc This proc is based on attacks cast time, instead of their recharge This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. (Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury) (Scrappers Only) This proc has a chance to critical hit Increased Fire/Cold resistance from scale 2.5 to scale 3.0 Added scale 2.0 Toxic resistance Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Granite Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences. The following stats were moved to Stone Skin from Granite: Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively. Defense lowered by 5%/3.75 for Tankers and Brutes respectively. Electrical Blast [Focused Feedback: Electrical Blast Revamp] New set mechanic: SHOCKED! Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained. Notes: Returned endurance is non-enhanceable. Single Target Attacks return 1/2 of the base cost, AoEs return 1/4. AoEs will only restore endurance once, not per target. Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock. Voltaic Sentinel will not return endurance. Shocking is separate from Scourge/Other such bonus procs and will not double-dip. This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain. AT Specific Endurance Drain Scales Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale. In addition, the following powers had their base End Drain values changed for each AT: Tesla Cage - 7% -> 20% (22% / 25%) Slow Zapp - 15% -> 30% (33% / 37.5%) These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's. Power Changes Ball Lightning DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks Short Circuit DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks Animation lowered from 3.0s to 2.5s. Now hits sooner. Charge Up (Aim) Aim has been renamed Charge Up Lowered ToHit /Dam from scale 5 to scale 4 Added a scale 2.5 End Mod Str Boost that boosts your endurance drain (Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%) Tesla Cage Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with other single-target electrical blast powers. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to shock others nearby! Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power. This Static is shared with Electrical Affinity In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage. Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target. For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits. Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held. Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target. The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion. While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels) The power will gain a Blue ring indicating you have reached your Chain Cap Only the Main Target of Tesla Cage can trigger Procs. Voltaic Sentinel This power is now a toggle (0.52 end/s) Recharge reduced to 10s This toggle is still susceptible to drop if mezzed Changes to Voltaic Sentinel's powers: Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time) Bolt recharge reduced from 2.5s to 1.25s Bolt activation normalized to 1s (some randomly were at 1.17s) These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously. End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire. Damage normalized to scale 0.56, below are the base damage values at lvl 50: Blaster: 35.03 Sentinel: 29.58 Corruptor: 23.36 Defender: 20.24 Voltaic Sentinel's bolt can also proc Shocked! Thunderous Blast Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only). This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes. There is no special -Recovery bonus associated with this aside from the base stats / shock. Dual Blades [Focused Feedback: Dual Blades - Quality of Life Improvements] Quality of Life Improvements Combo-Builders no longer require a successful hit to build up the combo The CancelMods effect replaces the UnsetMode effect to improve the reliability of the combo system. This fixes multiple bugs such as random highlight rings popping up and combos breaking unintentionally. Dual Blades' power descriptions have added their relevant combo sequence information. All combos will now have a 6s window to continue/finish a combo-chain. However, this timer will always start at activation. One exception: Stalker's slow Assassin's Blades which will have an 8s duration to offset its 2s interruptible period. Power Changes Placate's Empowered combo effect no longer stacks. Bug Fixes Typhoon's Edge (Scrapper) - added missing Fiery Embrace effect for Bonus AoE finisher Vengeful Slice (Tanker) - corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this). Ablating Strike (non-Stalker) - power now cancels the Weaken2 and Empower2 combos when used. Ablating Strike (Stalker) - power now cancels the Weaken2 combo when used. Power Slice (Stalker) - power now cancels the Weaken2 combo when used. PVP Changes [Focused Feedback: PvP Changes] General The command /powexec_location now requires line of sight in PVP in order to be used in target mode with teleport powers. This change only applies in PVP zones and arenas, does not affect its usage with non-teleport powers, and does not impact the use of other modes such as forward:20 or up:max. All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 (previously all of these parameters were set to 0.55) Powers Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger Arcane Bolt can proc for double damage Super Reflexes: Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs). The duration of these effects have been set to 0.75s to compensate. NOTE: This affects PvE as well. Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 25%. Added Toxic Resistance to all scaling resistance powers Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Defibrillate: Reduced the Endurance Drain from Scale -30 to Scale -20 in PvP. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This will allow players to buff themselves inside the Faraday Cage, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, which will still use a 5s activation period. NOTE: This affects PvE as well. Trick Arrow > EMP Arrow: EMP Field: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP Field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel EMP Field: Decreased the activation period from 0.5 second to 0.2 second. The faster rate should allow for the EMP Field buffs to apply more quickly/reliably when moving through the EMP Field bubble. NOTE: This affects PvE as well. Devices > Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE. Gravity Control > Dimension Shift: Reduced duration from 20s to 3s in PvP only. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE. Other Power Changes Sleep [Focused Feedback: Sleep and Placate] Player sleep powers are now Auto Hit. This only impacts powers that have a 100% chance for sleep and are not Sleep over Time. This change impacts all player versions of the following powers (unless noted otherwise) : Blind (AoE segment, main target still needs a hit check before this can trigger) Blinding Powder Chilling Ray (Sentinel only power) Flash Freeze Frozen Aura Mass Hypnosis Mesmerize Salt Crystals Siren Song Sleep Grenade Spore Burst Placate [Focused Feedback: Sleep and Placate] The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamwork Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] Fault This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the Tremor area of effect. This effect has 1.0x accuracy. Note that although this damage is dealt in a cone, the power is still a Targeted AoE that can knockdown/disorient up to 10 targets (16 for tankers). This effect has 0.8x accuracy (no change from past performance). Tremor Cast time lowered from 3.3s to 2.53s Brute Damage increased from scale 1 to scale 1.04 Tanker damage lowered from scale 1.1818 to scale 1.04 (the damage of this version of the power was erroneously set too high during the Tanker changes a few pages back) Earth Control [Focused Feedback: Various Power Changes] All versions of the following Earth Control powers will reflect these changes, including critter and epic pool versions: Stone Prison Cast time reduced from 1.93s to 1.23s Note this will also affect PvP damage Stalagmites Cast time reduced from 2.1s to 1s Note this will also affect PvP damage Sonic Manipulation [Focused Feedback: Various Power Changes] Strident Echo This power should now be able to hold lieutenants Deafening Wave This power can now hold most bosses and lieutenants for either its duration or until attacked again. Earsplitter This power can now hold most bosses for either its duration or until attacked again. Electrical Affinity [Focused Feedback: Various Power Changes] Slimmed down hit effects on Electrical Affinity powers than can affect a large number of targets to improve performance on machines that struggle with a lot of particle effects. Gravity Control [Focused Feedback: Various Power Changes] The power FX system has been enhanced to be able to synchronize certain RNG-dependent effects. The most visible effect of this is that Gravity Control's Propel will summon the same object on everyone's screen. Robotics [Focused Feedback: Various Power Changes] Protector Bots > Force Field Protector Bots will only target their owners. Only one of them will ever buff, and buffing the owner will result in the owner, and all its henchmen, being protected by the Force Shield. Scale increased from 0.75 to 1.3, this is slightly weaker than having the two Protector Bots slowly buff everyone, but at the same time, now both Protector Bots get to benefit from the same buff as everyone else, and don't waste time refreshing buffs on every target they see. Savage Melee Bug Sweep [Focused Feedback: Various Power Changes] Numerous bugs were recently discovered. The main summary of these bug fixes is this: If a power had an extra DoT, it was removed If a power was doing the wrong damage, it was fixed (per the design formula). This includes PvE, PvP, modifier tables, Fiery Embrace, and Critical Hits. Power Fixes Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Portable Workbench [Focused Feedback: Various Power Changes] This is now a mobile NPC that will follow the player around. No longer uses world collision. Can't be used to trap NPCs. No longer has a funky hitbox / hand icon to open the crafting interface. Is a pushable pet, so players don't collide with it and just shove it out of the way. Doesn't explode and leave debris when dismissed. Enhancements: New IO Sets [Focused Feedback: Enhancements] Ice Mistral's Torment A rare 6-piece Slow Movement IO set that emphasizes the enhancement of damage attacks. This set has a level range of 20-50 and includes a damage proc (cold, 3.5 ppm). Its level 50 pre-E.D. enhancement values are: 39.75% accuracy, 92.75% damage, 66.25% endurance reduction, 45.05% recharge reduction, and 53% slow movement. Enhancements: Endurance Reduction / Slow Damage / Recharge Damage / Slow Accuracy / Damage / Endurance Reduction Accuracy / Damage / Endurance Reduction / Recharge 3.5 PPM Cold Damage Proc Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Moderate) 7% Accuracy 4-piece: (Large) 10% Slow Resistance 5-piece: (Large) 6.25% Recharge Time 6-piece: (Huge) 3.75% Defense (Area) and 1.875% Defense (Fire/Cold) Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Special Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Tiny) 1.25% Defense (Ranged) and 0.625% Defense (Energy/Negative) 4-piece: (Huge) 4.5% Damage Resistance (Energy/Negative) and 7.5% Mez Resistance (All) Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Special Set bonuses: 2-piece: (Small) 6% Regeneration 3-piece: (Tiny) 1.25% Defense (Melee) and 0.625% Defense (Smash/Lethal) 4-piece: (Huge) 4.5% Damage Resistance (Smash/Lethal) and 7.5% Mez Resistance (All) Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character the ability to resist run speed debuffs when using the run power it's slotted in. This extra run speed resistance is 20% and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Special Set bonuses: 2-piece: (Small) 1.5% Recovery 3-piece: (Tiny) 1.25% Defense (Area) and 0.625% Defense (Fire/Cold) 4-piece: (Huge) 4.5% Damage Resistance (Fire/Cold) and 7.5% Mez Resistance (All) Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Special Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Small) 1.75% Endurance Discount 4-piece: (Huge) 7.5% Range D-Sync Origin Enhancements [Focused Feedback: Enhancements] Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. These enhancements are parallel to Hamidon/Titan/Hydra Origin in strength and can be combined with those types to increase their level up to a maximum of 53. However, the DSO enhancements have several new combinations of boosts (In addition to previously existing combos). These new combos have a higher drop weight than the older and you will have a higher (but not guaranteed) chance to receive one when selecting this reward option. The new combinations are as follows: Endurance Modification/Accuracy Endurance Modification/Recharge Accuracy/Range Damage/Endurance Damage/Recharge Heal/Accuracy Heal/Recharge Slow/Recharge/Endurance Threat/Accuracy/Recharge Threat Duration [Focused Feedback: Threat Duration Enhancements] Threat Duration Enhancements (formerly Taunt Enhancements) Taunt enhancement categories are being renamed "Threat Duration Enhancements". These enhancements now will all boost Taunt and Placate duration. This has no impact on multi-enhancement set strength. The following powers now accept Threat Duration Enhancements and sets: Bane Spider Soldier> Placate Blaster > Ninja Training > Smoke Flash Mastermind > Ninjas > Call Jounin Sentinel Epic > Ninja Tool Mastery > Kemuridama Pool > Concealment > Misdirection Pool > Presence > Pacify Stalker > Ninjitsu > Smoke Flash Stalker > Broad Sword > Placate Stalker > Claws > Placate Stalker > Dark Melee > Placate Stalker > Dual Blades > Placate Stalker > Electrical Melee > Placate Stalker > Energy Melee > Placate Stalker > Fiery Melee > Placate Stalker > Ice Melee > Placate Stalker > Kinetic Melee > Placate Stalker > Martial Arts > Placate Stalker > Ninja Blade > Placate Stalker > Psionic Melee > Placate Stalker > Radiation Melee > Placate Stalker > Savage Melee > Placate Stalker > Spines > Placate Stalker > Staff Fighting > Placate Stalker > Street Justice > Placate Widow Teamwork > Placate Visuals and Items: Badges [Focused Feedback: Badges] New Badges Fabled - Defeat 100 Cyclopes Mythical - Defeat 100 Minotaurs Legatus - Defeat 100 Incarnate Cimeroran Traitors Call of the Void - Defeat 100 Void Hunters The Beast Within - Defeat 50 transformed 5th Column lycanthrope soldiers Rearguard - Defeat 200 Vanguard Sword, Vanguard Shield, or Renegade Vanguard Who Smelt It, Dealt It - Defeat 100 Gold Bricker Smelters Cool Customer - Defeat 50 Crey Cryogenicists Totally Radical - Defeat 200 Crey Gamma Tanks Sanctuary - Cimerora Exploration Voice of the Oracle - Cimerora Exploration Out of Bounds - Cimerora Exploration Human Nature - Cimerora Exploration Vision of Ambition - Cimerora Exploration Darkness Unleashed - Cimerora Exploration History in the Making - Cimerora Exploration Accolade Epidemiologist - Defeat all the prominent Vahzilok leaders. Worthy Opponent - Complete "The Future of Freedom" Flashback with the "Old School Challenge" selected. Alpha Not Omega - Complete a story arc in Ouroboros with the 'Only Alpha Slot' power restriction. Deincarnated - Complete a story arc in Ouroboros with the 'No Incarnate Powers' power restriction. Gold Standard - Complete the Dr. Aeon Strike Force Unfriendly Fire - Use a confused elite boss' self-destruct to defeat the final objective boss in Mission 4 while they are under 10% health on Malicious difficulty or higher in Dr. Aeon's Strike Force. Ripple Raider - Successfully conquer all twelve powerful foes within Mission 5's three extra areas in a single attempt, with no deaths on the team in Dr. Aeon's Strike Force Power Overwhelming - Defeat the final objective boss of Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher in Dr. Aeon's Strike Force Can't Touch This - Defeat the final objective boss in Mission 7 without any members of the team being hit by their targeted attack during the length of the fight on Malicious difficulty or higher in Dr. Aeon's Strike Force Master of Dr. Aeon's Strike Force - Obtain the Unfriendly Fire, Ripple Raider, Power Overwhelming, and Can't Touch This badges Best Friends Forever - Take the secretary hostage in Mission 1 and bring her to the final objective after completion, then accept her help and bring her with you to final objective in Mission 7 without her being defeated in Dr. Aeon's Strike Force. Badge Changes Battle-Hardened - This badge has been moved to better fit its description. Efficiency Expert - You can now make progress for this badge by running the required missions as a teammate, not just the task owner. Badge Fixes Mob Specialist - Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden - Now properly counts the new Prisoners added with the Brickstown update. Fort Knox - Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). Legacy of Flame - Hint text fixed to correctly state 200 Legacy Chain minions instead of 100. Emotes [Focused Feedback: Emotes, Costumes and Bases] Added new innertube emote! You can cycle through or select your favorite. This emote requires your character to be in a water volume. /e innertube - cycles through the 6 texture variations /e innertube1 - strawberry donut /e innertube2 - chocolate donut /e innertube3 - neon green sport /e innertube4 - cow /e innertube5 - naval academy /e innertube6 - lifeguard The animation sequencer has been enhanced to be able to synchronize RNG state for certain animations that use randomized props and could appear inconsistent across clients. The following emotes should now have the same prop visible for everyone: alakazamreact eat eatfood food Costumes [Focused Feedback: Emotes, Costumes and Bases] Costume Additions & Changes All > Standard & Full Mask > Detail 1: Added "Arena Headset" All > Head > Detail 1: Added "Gold Bricker" Male & Huge > Head > Face: Added "Hostile Face 6" All > Upper Body > Chest Detail > Special Symbols Added "Hero Corp Logo" Female & Huge > Upper Body > Jackets > Chest Detail > Under Added all missing symbols from 'Special Symbols' category Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" Costume Editor All > Hair > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Female > Sleeves > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Architect Entertainment Added new conversion option for Incarnate Threads to Architect Tickets available at Ticket Vendors found in AE buildings. The conversion rate is 1:1 and can be done in batches of x10 or x100. In addition, Ticket Vendors now display their window when directly clicked on. Supergroup Bases [Focused Feedback: Emotes, Costumes and Bases] Base Detail UI Changes Added three new tab categories: Office Details, Slums & Wastes and Warehouse Tab order has been updated to keep them in alphabetical order Some items have been drained from their generic tabs and placed in tabs with more closely related items. There are no change logs for which items have been moved where, as this may change again in the future. Renamed 'Toolbox' to 'Warehouse Toolbox' Removed '(new)' from previously released items and applied it to this latest batch. Use the search term '(new)' to see the complete list in the editor. Base Detail Additions Added 472 base details from the object library: World Changes: Tasks [Focused Feedback: Tasks] The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Pandora's Box Completing the last mission of SSA2 Pandora's Box will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid. City Zones [Focused Feedback: City Zones] Cimerora The zone now includes Castellum Quarter and Phoebas Point. Many, many geometry issues with the zone have been fixed, and the assets tweaked to appear less blocky and remove flickering. Mission doors in the zone (boats, buildings and Castellum Quarter) should now be clickable while open. Sister Solaris has been moved to Phoebas Point. Sister Solaris' story arc now uses Incarnate versions of Minotaur, Cyclops and Romulus. Added Sister Valeria, currently a placeholder contact with no missions. Abandoned Sewer Network Added various Elite Bosses related to The Graveyard Shift story arc. Each pair below spawns in the same set locations, looking for the Lost Lab before the events of said arc. Pathogen & Malady Salamander & Newt Cortex & Grey Matter Raverobber & Dubstitch Added thematic mobs to accompany the above EBs: Decaying Eidolons with Cortex and Grey Matter Regenerating Cadavers with Newt and Salamander Diseased Abominations with Pathogen and Malady Sneaky Freaks with Raverobber and Dubstitch Replaced the majority of the Freakshow spawns leading to Dr. V's lost lab with Rikti, searching for Gav'ril. First Ward & Night Ward Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Underground Neutropolis The Resistance Hub door will now open for Villains running Praetorian missions on Flashback. Villain Groups [Focused Feedback: Villain Group changes] Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip. World Geometry & Textures World geometry QA pass A number of existing world objects have received a QA pass to bring them up to quality standards for base details. Not every object listed was selected as a base detail, as some fixes were opportunistic. Technical: Dynamic Geometry Fixed a number of bugs and improved the geometry transitions used in Recluse's Victory. Restore transition effects that have been broken since Issue 17. Stipple fading effects now work inside water reflections. Stipple fading effects now work with the cel shader. Much smoother transitions (255 levels instead of 16). Fixed an issue that caused some geometry to fade in or briefly show the wrong state when it first became visible after zoning; everything now starts out in the correct state. Added a new alpha transparency fade mode for dynamic geometry, used in the Dr. Aeon SF. Geometry that is hidden no longer casts shadows. Geometry collision can now be dynamically controlled from scripts. The following obsolete commands have been removed: /shadowvol, /nostencilshadows System The mapserver timing loop has been rewritten to run at a steady 30Hz tick rate. Previously the tick rate would vary from 25-28Hz under normal load due to not accounting for OS-level oversleep or cumulative error from the processing time of previous ticks. This should not result in any player-visible differences but helps assuage our OCD when looking at the server monitor and more quickly identify cases of actual performance issues under load. Bug Fixes: Badges Mob Specialist: Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden: Now properly counts the new Prisoners added with the Brickstown update. Fort Knox: Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). City Zones Cimeroa: Many geometry issues with the zone have been fixed, and the assets have been tweaked to appear less blocky and removed flickering. First Ward and Night Ward: Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Costumes Female > Head > Detail 1: Fixed transparency issue and minor tint color bleed on Gunslinger bow Custom Weapon > Knives of Artemis: Fixed incorrect texture on “Knives of Artemis” custom weapon and fixed minor visual issue on its blade tip All > Hair > None: Should no longer result as invalid when entering a tailor, a session, or loading costume files with that option. Female > Sleeves > None: Should no longer result as invalid when entering a tailor, a session or loading costume files with that option. Invention Sets Fixed a bug that was shared by all new IO sets created in i25+. These sets were granting set bonuses all the way down to level 1 instead of their minimum allowed exemplar level. This fix applies to the following sets: Artillery Bombardment Power Transfer Preemptive Optimization Synapse's Shock Miscellaneous Add fixes and mitigations for several client crash bugs that have been reported. Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. Fix an issue where completing part of a multi-part mission while on a mission map would cause a door to not be assigned, making it impossible to proceed without abandoning the mission. This most commonly happened when completing a hunt mission that chains into a door mission while inside a different door mission. Fix a UI bug that could cause the client to get into an inconsistent state when interacting with elements while the tutorial selection window is displayed. Teleporting while being pushed/pulled by Repel effects no longer causes rubber-banding or sliding through geometry. This is a very old movement prediction bug that could also affect Knockback under rare conditions but wasn't noticed until we started using Repel more to take advantage of the new vectored capabilities. Fixed numerous Loading Screen tips that were no longer accurate. Numerous geometry fixes were made. See sections on World Geometry & Textures and Dynamic Geometry. Missions The Graveyard Shift: Fixed an issue that could result in players skipping the Rusty Rivet mission entirely. Zoombies will no longer persist after exploding. [Tip] Make a Deal with Stardusk: Fixed Stardusk being accidentally killable before rescue. Fixed issue with Twinshot, Dr. Graves, and many other arcs with NPC "pets" that spawn as an ambush with the escort script attached and a dialog tree. Music Broken/missing music tracks have been fixed in the following neighborhoods Paragon City Fool's Gold District, Steel Canyon Aerie Plaza, Skyway City Vista Plaza, Skyway City The Gruff, Skyway City Blackstone Hills, Founder's Fall Four Seasons, The Hollows Downside, Echo: Atlas Park St. Elegius, Echo: Dark Astoria Rogue Isles Fortune's Wheel, St. Martial The WEB, Warburg Praetoria Imperial City, Aureas Imperial City, Behavioral Adjustment Facility Shadow Shard Point Tango, Firebase Zulu Tempest Point, Firebase Zulu Bastion of Regret, The Chantry Bastion of Sorrow, The Chantry NPCs Fixed a bug in the AI of Critters that have foe-targeted summons. This fixes Devoured bosses not summoning swarms, etc. Crey: Eliminator, Crisis Unit and Juggernaut enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Shivans: Fixed erroneous name of Shivan lieutenants from “Shivan Smashers” to “Shivan Smasher” Force Field: Fixed missing force field sphere FX from many critter powers Powers Brute Inherent > Fury Proc Aura now accepts Taunt strength buffs. Tanker Inherent > Gauntlet Proc Aura and Gauntlet AoE now accept Taunt strength buffs. Arctic Mastery > Chilblain (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Arctic Mastery > Block of Ice (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Combat Training: Offensive (Arachnos Soldiers and Widows): Removed the IgnoreStrength flag from the +Accuracy effect to allow slotted Accuracy to enhance it. The power is now set to Ignore Strength from external sources which will allow slotted enhancements to buff the accuracy effect, but not outside powers. Darkness Control > Haunt (Dominator): Now accepts To-Hit Debuff and Accurate To-Hit Debuff IO sets (same as Controller) Dual Blades > Ablating Strike (Stalker): Power now cancels Weaken 2 combo when used. Dual Blades > Ablating Strike (non-Stalker): Power now cancels Weaken 2 combo and Empower 2 combo when used. Dual Blades > Power Slice (Stalker): Power now cancels the Weaken 2 combo when used. Dual Blades > Typhoon's Edge (Scrapper): Added missing Fiery Embrace effect for Bonus AoE finisher Dual Blades > Vengeful Slice (Tanker): Corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this) Energy Melee > Total Focus (Brutes/Tankers): Added missing Fiery Embrace effects. Epic Snipes (Scrappers/Stalkers): Fixed a recent bug that caused quick snipes to do less damage than intended. They shall now have their damage scaled back to 1.75 scale (up to 2.3 scale with capped To-Hit benefit). Experimentation > Jaunt: Fixed a bug that was causing Jaunt to not appear in a player's power menu, making it difficult to add to power trays. Ice Melee > Freezing Touch (Stalker): Fixed chance of granting Assassin's Focus to be 100% (was 50%). Kinetic Melee > Taunt (Brute): No longer stacks its taunt effect Poison > Weaken (All ATs): Fixed the splash To-Hit Debuff to accept strength buffs. Psionic Mastery > Link Minds (Dominator): Fixed Psionic Resistance to be scale 2.0 (17%). Previously it was set to 0.2 scale (1.7%) erroneously. Savage Melee > Hemorrhage: Fixed Fiery Embrace effect's total damage scale from 0.342 to 1.170 (has burst + DoT damage). Savage Melee > Savage Strike Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Savage Melee > Shred Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Savage Melee > Rending Flurry Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Savage Melee > Maiming Slash (Scrapper only) Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Shield > Shield Charge (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 1.445 (large radius) and 0.595 (small radius) damage scale. It's now set to 1.615 and 0.665, respectively. Sorcery > Enflame (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 0.80 damage scale. It has now been increased to 0.95 damage scale. Super Reflexes > Evastion (Brute): Corrected the PvP-only elusivity duration to be 2.25s (up from 0.75s). Super Reflexes > Evasion (Tanker): Now accepts Taunt IO sets. Trick Arrow > EMP Arrow (Non-Defenders): Fixed a bug that caused its Hold effect to not fire. Inspiration > Immortal Recovery Super Inspiration: Fixed endurance amount. Reduced from 50 to 25, which matches its description. Temporary Powers > Buoyant Membrane: Fixed its fly speed to no longer be intermittent. Previously it was set to 0.75s duration on a 3s pulse. This has been increased to 10s fly speed duration Some temporary powers were missing flags that disabled them correctly in content where temporary powers are disallowed: Defense Amplifier Survival Amplifier Offense Amplifier Winter Ward Frost Bite Added -Fly to the tool tips of the following powers. They always had a -Fly component, it just wasn't listed in the tooltip: Crey CBX-9 Pistol Stolen Immobilizer Ray Chilblain
  9. Badges New Badges Fabled - Defeat 100 Cyclopes Mythical - Defeat 100 Minotaurs Legatus - Defeat 100 Incarnate Cimeroran Traitors Call of the Void - Defeat 100 Void Hunters The Beast Within - Defeat 50 transformed 5th Column lycanthrope soldiers Rearguard - Defeat 200 Vanguard Sword, Vanguard Shield, or Renegade Vanguard Who Smelt It, Dealt It - Defeat 100 Gold Bricker Smelters Cool Customer - Defeat 50 Crey Cryogenicists Totally Radical - Defeat 200 Crey Gamma Tanks Sanctuary - Cimerora Exploration Voice of the Oracle - Cimerora Exploration Out of Bounds - Cimerora Exploration Human Nature - Cimerora Exploration Vision of Ambition - Cimerora Exploration Darkness Unleashed - Cimerora Exploration History in the Making - Cimerora Exploration Accolade Epidemiologist - Defeat all the prominent Vahzilok leaders. Worthy Opponent - Complete "The Future of Freedom" Flashback with the "Old School Challenge" selected. Alpha Not Omega - Complete a story arc in Ouroboros with the 'Only Alpha Slot' power restriction. Deincarnated - Complete a story arc in Ouroboros with the 'No Incarnate Powers' power restriction. Gold Standard - Complete the Dr. Aeon Strike Force Unfriendly Fire - Use a confused elite boss' self-destruct to defeat the final objective boss in Mission 4 while they are under 10% health on Malicious difficulty or higher in Dr. Aeon's Strike Force. Ripple Raider - Successfully conquer all twelve powerful foes within Mission 5's three extra areas in a single attempt, with no deaths on the team in Dr. Aeon's Strike Force Power Overwhelming - Defeat the final objective boss of Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher in Dr. Aeon's Strike Force Can't Touch This - Defeat the final objective boss in Mission 7 without any members of the team being hit by their targeted attack during the length of the fight on Malicious difficulty or higher in Dr. Aeon's Strike Force Master of Dr. Aeon's Strike Force - Obtain the Unfriendly Fire, Ripple Raider, Power Overwhelming, and Can't Touch This badges Best Friends Forever - Take the secretary hostage in Mission 1 and bring her to the final objective after completion, then accept her help and bring her with you to final objective in Mission 7 without her being defeated in Dr. Aeon's Strike Force. Badge Changes Battle-Hardened - This badge has been moved to better fit its description. Efficiency Expert - You can now make progress for this badge by running the required missions as a teammate, not just the task owner. Badge Fixes Mob Specialist - Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden - Now properly counts the new Prisoners added with the Brickstown update. Fort Knox - Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). Legacy of Flame - Hint text fixed to correctly state 200 Legacy Chain minions instead of 100.
  10. General The Paragon City Hall has once again approved the budget to replace every tree in Atlas Park with pine trees for the Holiday season. Your taxed influence at work! Fixed a client crash when attempting to create a character with an invalid powerset combination.
  11. Extra Life Game Day 2021 & Issue 27: Page 3 What is Extra Life? Extra Life is an annual fundraising event supporting branches of the Children's Miracle Network Hospitals through gaming. To quote their website simply, “Extra Life is an online grassroots movement working to save local kids through the power of play. From video games to board games, Extra Lifers do what they love to raise money for CMN Hospitals.” For more information, check out their About and Frequently Asked Question pages. To support this cause, we have decided to release the Issue 27: Page 3 beta on the Brainstorm server just before the 2021 Extra Life Game Day, on Friday, November 5th, featuring a new Strike Force for levels 35-50. We're excited to be able to provide an opportunity for everyone to support this awesome cause while exploring the new content in Page 3, and we're looking forward to tuning into your streams and providing some developer commentary along the way. More information about this is below. Now, a teaser! Dr. Aeon's Strike Force: "Chasing Fool's Gold" The supervillain genius Dr. Aeon has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning sees the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Game Day Stream List The following players have notified us that they will be streaming the new Strike Force during the Extra Life Game Day on November 6th, so don’t miss it! If you would like to be added to this list, please respond to this thread with your channel link and Extra Life participation page. AlienMafia: Twitch • Extra Life Intangeris: Twitch • Extra Life StoneMadBob: Twitch Tax_E: Twitch • Extra Life VividMuse: Twitch • Extra Life The development team behind the new Strike Force will be joining streams throughout the day to answer questions and share commentary on the Strike Force, so make sure to keep an eye on the #streams-and-videos channel on the Homecoming Discord to find out where they’re hanging out! Stay true!
  12. General The Paragon City Hall has once again approved the budget to replace every tree in Atlas Park with pine trees for the Holiday season. Your taxed influence at work! Fixed a client crash when attempting to create a character with an invalid powerset combination.
  13. Halloween Event The Halloween event is here! Trick or Treating has been enabled in all city zones (note: you need to be in a zone that matches your level in order to trick-or-treat), along with the Whispered Rumor tip mission Dr. Kane’s House of Horror is available in the Holiday tab of the LFG window Both the Zombie Apocalypse and the Deadly Apocalypse are upon us! The Halloween vendors (Malkiel Ivesse in Atlas Park, Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) have stocked up with goodies to trade for your salvage Atlas Park has received a seasonal makeover The event will be active for four weeks, and will end during maintenance on November 2nd Eternal Night will only be active for the first (October 5th-12th) and last (October 26th - November 2nd) weeks of the event; the normal day/night cycle will be restored for the interim period. Changes for 2021 Dr Kane's House of Horror: The Black Whip bonus encounter has been revamped a bit and now rewards the badge Sinister Summoner. Bug Fixes Fixed the Brickstown Prison Break event, which wasn't spawning enough Prisoners to complete.
  14. Powers Fixed a big bug with Banished Pantheon Lore pets ignoring combat modifiers. Fixed target caps on Banished Pantheon Lore pets.
  15. General Winter is over in Atlas Park. Fixed some issues with Tommy One-Eye's new costume and villain def. Fixed a missing texture trick on the Kitchen base items. Weapon Redraw should no longer cancel attack animations. Fixed bugs with the following emotes that would allow them to interrupt attack animations: LookUp Shocked Despair LieDown Fireworkrocket Fireworksparkle
  16. Version 27.1.3537 Bug Fixes Fixed a client crash that could happen when network conditions caused certain packets to arrive out of order during zone transitions
  17. Version 26.5.3018 Bug Fixes Minor client stability fixes
  18. Version 26.5.2778 Bug Fixes Minor client stability fixes
  19. @Number Six The above error is caused by the é symbol in the game's path. I could easily reproduce it by trying to launch the game from a folder called Cíty óf Héroes. It instead tried to create a folder called Cíty óf Héroes.
  20. Click Settings in Tequila and make sure that the "Launch Parameters" box at the top is empty.
  21. Bug Fixes "Bug Fixes & Performance Improvements" No, really! This patch contains mitigations for crashes inside the third-party PhysX library. We have been receiving a number of crash reports that point to a bug related to physics simulation, but it's deep in the guts of the library and not something that can be simply fixed or directly observed. It's been a persistent problem for some people, and for whatever reason trick or treating seems to be a catalyst that makes this occur more often. If a situation occurs where PhysX would cause a client crash, the game is now able to trap it and recover in most circumstances and, depending on the circumstances, either re-initialize the library or completely jettison it. The loss of debris and particle effects may occur in some cases, but is a better outcome than a crash. This was previously not possible since the crash was happening in a library-managed thread we have no control over. The API hook technique created for the Intel HD fix was leveraged to take control over this thread and install some additional error handling.
  22. Halloween Event The Halloween event is here! Trick or Treating has been enabled in all city zones (note: you need to be in a zone that matches your level in order to trick-or-treat), along with the Whispered Rumor tip mission Dr. Kane’s House of Horror is available in the Holiday tab of the LFG window Both the Zombie Apocalypse and the Deadly Apocalypse are upon us! The Halloween vendors (Malkiel Ivesse in Atlas Park, Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) have stocked up with goodies to trade for your salvage Atlas Park has received a seasonal makeover The event will be active for four weeks, and will end during maintenance on November 3rd Changes for 2020 Eternal Night: Now only active for the first (October 6th - 13th) and last (October 27th - November 3rd) weeks of the event The normal day/night cycle will be restored for the interim period Dr Kane's House of Horror: Removed two options (Bats Aura and the Costume Change Emote) from the reward table as these items are unlocked automatically on character creation Bug Fixes Trainers should no longer talk about certain free / prestige powers gaining enhancement slots when you level up Giant Monsters no longer grant reward merits in Architect Entertainment missions This fix was omitted from the beta patch notes due to a related exploit The character list should no longer take a very long time to load for some Windows 7 users The list of monitors are now enumerated in a better way, and should always list the primary display as Monitor 1 Technical Stuff Most of this will be irrelevant for the average user, but we're including it here for transparency. Intel Graphics Compatibility Resolved a compatibility issue with Intel graphics chips on Windows 10 - the game no longer requires an external workaround involving dark rituals to function If you're currently using the Intel OpenGL shim fix, you don't need to anymore If you're currently using the Intel OpenGL shim fix and the game no longer functions for you, please post a dxdiag log in this thread If you don't know what this is, you probably don't need to worry Visited Maps Some changes have been made to the way information on visited maps is stored Now stored in a per-account subdirectory of the installation folder rather than in /appdata/ Now stored in a single file per character, rather than per map per character Legacy map data from /appdata/ will be automatically imported Reduced the performance impact of saving this data Command Line Parameter Changes The way the game interprets command line parameters has changed in order to accomodate for the upcoming launch of the new launcher - generally this is only relevant for those that launch the game with their own shell scripts or special shortcuts The command line arguments -patchdir and -patchversion no longer exist For use with existing installs, you should always include the -legacylayout command line argument, or the client won't be able to find certain files This only applies if you aren't launching the game with Tequila or Island Rum The new command line argument -assetpath will point the client to the piggs folders, in load order The default is -assetpath piggs -assetpath homecoming for live, and -assetpath piggs -assetpath hc-beta for beta Files in the data folder (eg: a standard vidiotmaps install) will still be applied as before Resume_info.txt This should've been included in the patch notes but we missed it - apologies Resume_info.txt can no longer be used to automatically log into the game This functionality shouldn't have been accessible outside of development builds, and it's generally a bad idea to encourage storage of passwords in plaintext format The upcoming Homecoming Launcher will eventually be able to expedite the launch process in a similar (but far more secure way Note that this will not be a launch feature, but something added after release Updated: 20:35 GMT Bug Fixes Fixed an issue where the game would be unable to locate its data files if installed in the root directory of a disk.
  23. Look at the manifest file and copy the command line parameters from there. You no longer need to manually specify the patch version. wine path\cityofheroes.exe -auth <ip> -legacylayout -assetpath piggs -assetpath <dir> Where path\cityofheroes.exe is the relevant binary for the server you are trying to launch, <ip> is the IP (and port) of the relevant auth server, and <dir> is the relevant directory with patch files for that server.
  24. General The character list should no longer take a very long time to load for some Windows 7 users. The list of monitors are now enumerated in a better way, and should always list the primary display as Monitor 1.
  25. Hey all, Before we continue, a caveat: Some of the changes and plans mentioned below are either very early in development or still purely conceptual. Some of them will likely not make the cut and either change greatly or be scrapped entirely. Since Homecoming launched there’s been a few questions and concerns about why we’re making certain balance changes, so with Page 6 just around the corner we thought it would make sense to explain our overarching goals in this area. Expanding the end-game and creating more end-game content was an incredibly popular request in the A Question from The Homecoming Team thread, and is something that we are very interested in pursuing. However in order to be able to do that and for it actually work for everyone across the board, we need to clear up some of the existing balance issues in the game - both with specific powersets, whole ATs, and in more general areas. The best way to describe the current state of balance in the endgame is probably unfinished. The game closed down mid-way through the Incarnate system being developed, and before it had been through any significant post-release balance passes. In addition, the impact it had on the rest of the game hadn’t yet been given much consideration. Our overarching goal is to have every powerset / AT be viable and have a place in the game. Obviously, achieving this goal perfectly isn’t actually possible, so our true aim is to get as close to that bar as we are able to. In addition, we want your choices to matter. Currently there’s a large amount of homogenization at the endgame and many of the individual choices that you make for your character don’t have much of an impact, and for some decisions a few options are vastly stronger than anything else. Powersets & ATs This is where most of the balancing work has been done so far, and where a lot of work in the immediate future will also be happening. The primary goal with these changes is to ensure everything sits in a healthy medium, with every powerset being a valid pick and valuable in different circumstances. This means some sets will be buffed, and yes, some sets will be nerfed. However, we feel there are definitely more underperforming sets than there are overperforming ones - so expect to see more buffs than nerfs. There’s also a lot of sets to get through, so it may take a while for us to get to your favourite. To date, we’ve looked at Tankers, Dominators, Snipe powers and a few individual powersets. In the near future we’re going to be rolling out improvements to Energy Melee, Trick Arrow and Blaster secondary sets, whilst also reworking Titan Weapons, one of the most overperforming sets. Bringing these overperforming sets down to a healthy level is important in ensuring those key goals stated above are met. When one set is able to outdamage every other set in almost every circumstance, it causes those other sets to be less viable choices, and also makes it impractical for us to begin work on the end game - do we balance it around Titan Weapons or Trick Arrow? The answer is neither, of course. We want to balance around that healthy medium, but we’re not quite there yet. Procs & PPM Something we’ve recently started looking at is procs. We’re only scratching the surface here, but our goals are similar to that with powersets: Bringing each option towards a happy medium. One big topic that needs looking at specifically is PPM. This system was still in beta when the game shut down, so it never really graduated properly to the live servers, and never received any follow-up balance passes. There are numerous issues right now, such as the interaction it has with different types of recharge bonuses and AoEs, which causes the system to be unintuitive (slotting for recharge can make a power… less good!) in some areas and not well balanced in other areas (many procs are very strong in AoEs and very weak in single targets). Along with improving general game balance there’s a secondary benefit to cleaning up PPM and procs: it will allow us to continue building new enhancement sets with new and unique procs and set bonuses. We’ve got no firm plans to discuss just yet, but it is a key area we will be looking at in the future. Lastly... We’re also looking at other areas long-term, such as the impact that Incarnate abilities have on non-Incarnate content, Incarnate crafting, how +special buffs interact with long duration +def powers, and improving the enhancement system below level 50. You'll hear more about these as we start exploring them in the future. And that’s all for today. We hope the above has shed some light on why we’ve been making the changes that we’ve been making.
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